Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
đš (VR) Wise Retreat (Rod of Security)
very_rare
PS-DC-GG-01 Fatebreakers
Show
Notes:
rod, very rare
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplaneâs environment canât harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures donât age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property canât be used again until 10 days have passed.
This rod has the Wicked property: When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.
Flavor Text: "This blue-green staff set with a red tourmaline is a treasure from Oghma, the Lord of Knowledge. Bearers of this rod seem to always feel a heightened sense of self-interest while holding this item."
đš (VR) Tome of Leadership and Influence
very_rare
CCC-ROZK01-2 - Zhentarim's Lament
Trade Log
Show
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
â (VR) Tome of Clear Thought
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
Wondrous Item, Very Rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookâs contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
â (VR) Studded Leather +3
legendary
PS-DC-TST-01 The Eye Behind the Mask
Show
Notes:
With a swing of his hand that bears the symbol of the
Vigilant One, he forges a studded leather armor (studded
leather +3) with obsidian rivets. When exposed to
moonlight, an inscription will reveal itself.
Your victories are seen and celebrated. In the shadows of
defeat, you are not alone.
â (VR) Rod of Security
very_rare
DDAL00-01 Window to the Past (T4)
DDAL00-01 Window to the Past (T4)
Show
Notes:
Rod, very rare
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.
â (VR) Plate +2
very_rare
DDAL 05-18 The Mysterious Ilse
DDAL 05-18 The Mysterious Ilse
Show
Notes:
Armor (plate), very rare
You have a +2 bonus to AC while wearing this armor.
â (VR) Manual of Gainful Exercise
very_rare
CCC-TRI-24 - STORM-1-3 - Knight Errand
CCC-TRI-24 - STORM-1-3 - Knight Errand
Show
Notes:
Wondrous item, very rare
This book describes ftness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookâs contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This leather-bound book is emblazoned with a crimson red chess piece, the knight. The inside describes hundreds of training regiments for warfare and self-defense, ingraining some of them into your mind and muscles as the magic is used. This item can be found in the Dungeon Masterâs Guide.
đš (VR) Manual of Bodily Health
very_rare
CCC-QCC2017 Delusions of Grandeur
CCC-QCC2017 Delusions of Grandeur
Show
Notes:
Wondrous item, very rare
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookâs Contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name âMontagueâ has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Masterâs Guide.
â (VR/AT) Spellguard Shield
very_rare
DDEP-DRW02 Wings of Death (T4)
DDEP-DRW02 Wings of Death (T4)
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
This item is found in the Dungeon Masterâs Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.
â (VR/AT) Spellguard Shield
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
Armor (Shield), Very Rare (Requires Attunement)
This shield is fashioned from a single piece of flawless crystal with straps of supple leather
While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.
â (VR/AT) Sapphire Buckler
very_rare
DDAL-DRW-19 Fall the Cold Night
DDAL-DRW-19 Fall the Cold Night
Show
Notes:
Armor (Shield), Very Rare (Requires Attunement)
This buckler was created from a scale gifted by one of Amaranthraxineâs draconic allies on Abeir. This crystalline blue shield is fashioned from a sapphire dragonâs scale and is created to aid in rooting out the influence of Aberrations.
- While wielding the shield, you have resistance to psychic and thunder damage.
- Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
- As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it canât be used again until the next dawn.
â (VR/AT) Ring of Telekinesis
very_rare
DDHC-CM Kandlekeep Dekonstruktion
DDHC-CM Kandlekeep Dekonstruktion
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that arenât being worn or carried.
â (VR/AT) Ring of Shooting Stars
very_rare
DDHC-CM Lore of Lurue
Trade Log
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
(VR/AT) Kyrzinâs Ooze
very_rare
DDAL-DRW-20 The Death of Szass Tam
Show
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jarâs interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.
Resistant. While attuned to Kyrzinâs ooze, you have resistance to acid and poison damage, and youâre immune to the poisoned condition.
Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment youâre wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it canât be used again until the next dawn.
Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it canât be used again until the next dawn.
Symbiotic Nature. The ooze canât be removed from you while youâre attuned to it, and you canât voluntarily end your attunement to it. If youâre targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding
â (VR/AT) Cloak of Arachnida
very_rare
DDHC-TOA-10 The Ruins of Hisari
DDHC-TOA-10 The Ruins of Hisari
Show
Notes:
Wondrous Item, very Rare (Requires Attunement)
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area.Once used, this property of the cloak can't be used again until the next dawn.
â (VR/AT) Belt of Stone Giant Strength
common
Trade Log
Show
đ˛ (U) Szass Tamâs Arcane Essence (Boon of High Magic)
unique
DDEP00 The Red War
DDEP 00-01 The Red War
Show
Notes:
Epic boon, unique
You have wrested away part of Szass Tamâs essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Masterâs Guide under the entry for Boon of High Magic.
â (UC) Thenturian Circlet (Guardian Circlet of Blasting)
uncommon
CCC-TAROT- 01-07 The Seat of the Ruler
Trade Log
Show
Notes:
Wondrous Item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spellâs attacks, you do so with an attack bonus of +5. The circlet canât be used this way again until the next dawn. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isnât incapacitated. This circlet is very old â from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian. This item can be found in the Dungeon Masterâs Guide.
â (UC) Soul Coin
uncommon
DDAL09-19 Fang of Claw
DDAL09-19 Fang of Claw
Show
Notes:
Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one- third of a pound and is inscribed with Infernal writing
and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hagâs curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it, overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and do one of the following:
Drain Life. You siphon away some of the soulâs essence and gain 1d10 temporary hit points.
Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse
on a soul coin frees the soul trapped within it, as does expending all of the coinâs charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machineâs furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
â (UC) Goggles of Night
uncommon
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
đš (VR) Wise Retreat (Rod of Security) | very_rare | PS-DC-GG-01 Fatebreakers | Show | |||
Notes:
rod, very rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplaneâs environment canât harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. |
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đš (VR) Tome of Leadership and Influence | very_rare | CCC-ROZK01-2 - Zhentarim's Lament | Trade Log | Show | ||
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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â (VR) Tome of Clear Thought | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Wondrous Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookâs contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century. |
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â (VR) Studded Leather +3 | legendary | PS-DC-TST-01 The Eye Behind the Mask | Show | |||
Notes:
With a swing of his hand that bears the symbol of the |
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â (VR) Rod of Security | very_rare | DDAL00-01 Window to the Past (T4) | DDAL00-01 Window to the Past (T4) | Show | ||
Notes:
Rod, very rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed. |
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â (VR) Plate +2 | very_rare | DDAL 05-18 The Mysterious Ilse | DDAL 05-18 The Mysterious Ilse | Show | ||
Notes:
Armor (plate), very rare |
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â (VR) Manual of Gainful Exercise | very_rare | CCC-TRI-24 - STORM-1-3 - Knight Errand | CCC-TRI-24 - STORM-1-3 - Knight Errand | Show | ||
Notes:
Wondrous item, very rare |
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đš (VR) Manual of Bodily Health | very_rare | CCC-QCC2017 Delusions of Grandeur | CCC-QCC2017 Delusions of Grandeur | Show | ||
Notes:
Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookâs Contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name âMontagueâ has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Masterâs Guide. |
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â (VR/AT) Spellguard Shield | very_rare | DDEP-DRW02 Wings of Death (T4) | DDEP-DRW02 Wings of Death (T4) | Show | ||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. This item is found in the Dungeon Masterâs Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds. |
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â (VR/AT) Spellguard Shield | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Armor (Shield), Very Rare (Requires Attunement) This shield is fashioned from a single piece of flawless crystal with straps of supple leather While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you. |
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â (VR/AT) Sapphire Buckler | very_rare | DDAL-DRW-19 Fall the Cold Night | DDAL-DRW-19 Fall the Cold Night | Show | ||
Notes:
Armor (Shield), Very Rare (Requires Attunement) This buckler was created from a scale gifted by one of Amaranthraxineâs draconic allies on Abeir. This crystalline blue shield is fashioned from a sapphire dragonâs scale and is created to aid in rooting out the influence of Aberrations.
|
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â (VR/AT) Ring of Telekinesis | very_rare | DDHC-CM Kandlekeep Dekonstruktion | DDHC-CM Kandlekeep Dekonstruktion | Show | ||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that arenât being worn or carried. |
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â (VR/AT) Ring of Shooting Stars | very_rare | DDHC-CM Lore of Lurue | Trade Log | Show | ||
Notes:
Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage |
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(VR/AT) Kyrzinâs Ooze | very_rare | DDAL-DRW-20 The Death of Szass Tam | Show | |||
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement) This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jarâs interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzinâs ooze, you have resistance to acid and poison damage, and youâre immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment youâre wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it canât be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it canât be used again until the next dawn. Symbiotic Nature. The ooze canât be removed from you while youâre attuned to it, and you canât voluntarily end your attunement to it. If youâre targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding |
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â (VR/AT) Cloak of Arachnida | very_rare | DDHC-TOA-10 The Ruins of Hisari | DDHC-TOA-10 The Ruins of Hisari | Show | ||
Notes:
Wondrous Item, very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. |
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â (VR/AT) Belt of Stone Giant Strength | common | Trade Log | Show | |||
đ˛ (U) Szass Tamâs Arcane Essence (Boon of High Magic) | unique | DDEP00 The Red War | DDEP 00-01 The Red War | Show | ||
Notes:
Epic boon, unique You have wrested away part of Szass Tamâs essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Masterâs Guide under the entry for Boon of High Magic. |
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â (UC) Thenturian Circlet (Guardian Circlet of Blasting) | uncommon | CCC-TAROT- 01-07 The Seat of the Ruler | Trade Log | Show | ||
Notes:
Wondrous Item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spellâs attacks, you do so with an attack bonus of +5. The circlet canât be used this way again until the next dawn. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isnât incapacitated. This circlet is very old â from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian. This item can be found in the Dungeon Masterâs Guide. |
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â (UC) Soul Coin | uncommon | DDAL09-19 Fang of Claw | DDAL09-19 Fang of Claw | Show | ||
Notes:
Wondrous item, uncommon |
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â (UC) Goggles of Night | uncommon | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |