Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ (UC/AT) Boots of Striding and Springing uncommon DDHC-KftGV-05 - Tockworth's Clockworks Show
☐ (UC) Driftglobe uncommon DDHC-KftGV-05 - Tockworth's Clockworks Show
☐ (UC/AT) Stone of Good Luck (Luckstone) uncommon DDHC-KftGV-05 - Tockworth's Clockworks Show
☐ (UC) Decanter of Endless Water uncommon DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

☐ (UC) Mithral Chain Mail uncommon DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

☐ (UC) Gem of Brightness uncommon SJ-DC HIPS Hiding in Plain Sight SJ-DC HIPS Hiding in Plain Sight Show
Notes:

Wondrous item, uncommon

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

  • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

☐ (UC/AT) Auntie Sue’s Broom (...of Flying) uncommon Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)

This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it.

As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.

This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word.

☐ (UC) Boots of Elvenkind uncommon DDHC-DoSI Cursed Shipwreck DDHC-DoSI Cursed Shipwreck Show
Notes:

Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

☐ (UC) Goggles of Night uncommon DDHC-Tales of The Yawning Portal - White Plume Mountain DDHC-TYP - 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.

☐ (UC) Battleaxe +1 uncommon DDHC-KftGV-10 - Heart of Ashes Show
☐ (UC) Shield +1 uncommon DDHC-KftGV-10 - Heart of Ashes Show
(R/AT) Cloak of Displacement rare DDAL05-05 A Dish best served cold Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.

This cloak is made of the pelt of a smooth, black furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Staff of Healing rare DDEP4 - Reclamation of Phlan Show
Notes:

Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cure Wounds
1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration
2
Mass Cure Wounds
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds.

Nettle (Hand Crossbow +2) rare DDEP4 - Reclamation of Phlan Show
Notes:

Weapon (Hand Crossbow), Rare

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling.

Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently.

☐ (R) +1 Chain Mail rare Trade Log Show
Zion Strika (Boots of Speed) rare WBW-DC-ZION-02 Alexanders Hand Show
Notes:

Wondrous item, rare (requires attunement)

While you wear these boots, you can use a bonus action and
click the boots' heels together. If you do, the boots double
your walking speed, and any creature that makes an
opportunity attack against you has disadvantage on the
attack roll. If you click your heels together again, you end
the effect.

When the boots' property has been used for a total of 10
minutes, the magic ceases to function until you finish a long
rest. This item is found in the Dungeon Master’s Guide.
The boots are white in color and trimmed with gold.

While the effects of these boots are active, a bluish magical
illusion of a young human man wielding a glaive appears,
chasing you whenever you move, or distracting any
creature attempting to make an opportunity attack against
you.

(R/AT) Cloak of Displacement rare CCC-SFBay-02-01 Old Enemies Arise Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.

(R/AT) Amulet of Health rare CCC-SFBay-02-02 Rise of the Oger King Show
Notes:

Wondrous Item, Rare (Requires Attunement)

Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

Dieses Amulett besteht aus einem Blutstein, der von Trollzähnen flankiert wird. Die Kordel, die es hält, ist aus Trollhaut gefertigt. Charaktere, die dieses Amulett tragen, fühlen sich oft unbesiegbar, wenn sie in den Nahkampf ziehen, doch sie entwickeln eine Abneigung gegen Feuer. Fast so, als ob sie glauben, sie seien empfindlich gegenüber Feuer.

Ziona Mantle (Mantle of Spell Resistance) rare WBW-DC-ZION-03 Noctis' Sacrifice Show
Notes:

Wondrous item, rare (requires attunement)

You have advantage on saving throws against spells while
you wear this cloak. This item is found in the Dungeon
Master’s Guide.

This mantle cloak is white in color, lined with gold.
Whenever you succeed on a saving throw against a spell
while attuned to this item, a magical illusion of a young man
in long hooded robes appear, chanting as it protects you
from the spell.

☐ (R/AT) Hellrider Badge rare DDEP09-02 Hellfire Requiem Show
Notes:

Wondrous Item, Rare (requires attunement by someone designated by Duke Ulder Ravengard)

A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders.

While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.

If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended.

As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself.

Special
If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol of Torm if needed.

Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem.