Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ (R/AT) Flame Tongue Greatsword rare Storm King's Thunder - Chapter 8: Forge of the Fire Giants Assign Service Reward Show
Notes:

Weapon (Greatsword), rare (requires attunement)

You can use a bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus Action to speak the Command word again or until you drop or sheathe the sword.

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) Flame Tongue Longsword rare DDHC-KftGV-10 - Heart of Ashes Show
☐ (R) Necklace of Fireballs (8 Charges) rare DDHC-KftGV-10 - Heart of Ashes Show
Notes:

Wondrous item, rare

This necklace has 1d6 + 3 (8) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

☐ (R) Dragon Scale Mail (Red) rare DDHC-KftGV-10 - Heart of Ashes Show
☐ (R/AT) Longbow of Conflagration rare FR-DC-RAY-07 Green Lady's Lament Show
Notes:

Weapon (Longbow) , rare (requires attunement)

Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.

Minor Property
Harmonious. Attuning to this item takes only 1 minute.
"I will banish the darkness that hangs heavy in your shadows. I will bring clarity and warmth to the disillusioned and cold. Follow my light, and we will walk in the light as one."
When you put an arrow on the string of this bow and you feel lost and desperate, it whispers words of encouragement to you.

☐ (R) Chain Mail +1 rare Trade Log Show
☐ (R/AT) The Red Death (Guardian Boots of Speed) rare WBW-DC-VMT-02 Court of the Owl King WBW-DC-VMT-02 Court of the Owl King 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.

These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves.

Guardian Property: When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:

Flavour Text:
• “No one can outrun pain.”
• “A dark path to run…”
• I was the fastest fey alive…”
• “It’s impossible to be everywhere at once.”
• “You can’t turn back the clock.”

☐ (R/AT) Cloak of Displacement rare CCC-SFBAY-02-01 Old Enemies Arise Trade Log Show
Notes:

Wondrous item, rare (requires attunement)

While you wear this cloak, it 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 you are Incapacitated, Restrained, or otherwise unable to move.

(consumeable) Psionic Passkey (Chime of Opening) rare FR-DC-MIND Mindflayed Adventures Show
Notes:

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time it cracks and becomes useless.

☐ (R/AT) Belt of Hill Giant Strength rare CCC-SFBAY-02-03 The Risen Minotaur Lord Trade Log Show
Notes:

(Wondrous Item, rare, requires attunement)

While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.

Psionic Belt (Belt of Hill Giant Strength) rare FR-DC-MIND Mindflayed Adventures Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.

This strange belt seems to be made from some biological matter, it fuses with the wearer and grants it psionic strength. Even if the wearer has "no muscles", with this belt he could lift and carry huge boulders.

Minor Property: Wicked, the belt makes you hungry. And suddenly you feel like brains aren't that gross anymore!

🗹 (R/AT) Necklace of Prayer Beads (2, 3, 7, 10, 13, 20) rare DDHC-Tales of The Yawning Portal - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Wondrous item, rare (requires Attunement by a Cleric, druid, or paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

2x Blessing - Bless
2x Curing - Cure Wounds (2nd Level) or Lesser Restoration
1x Favor - Greater Restoration
1x Wind walking - Wind Walk

☐ (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.

Weapon of Warning rare DDHC-JRC-06 Sins of Our Elders 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.”

🗹 (R/AT) Stirring Scaled Ornament rare DDHC-KftGV Vidorant's Vault Show
Notes:

Wondrous Item, Rare (Requires Attunement)

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.

☐ (R) Chain Mail +1 rare Trade Log Show
☐ (R/AT) Ring of Protection rare Trade Log Show
☐ (R/AT) Ring of Spell Storing rare DDHC-Tales of The Yawning Portal - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Requires Attunement

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.

Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.