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.
☐ (UC) Battleaxe +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (UC) Shield +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (R/AT) Flame Tongue Longsword
rare
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (R) Dragon Scale Mail (Red)
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/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
🗹 (C/AT) Dark Shard Amulet (Guardian Property)
common
WBW-DC-FWF Go Fast – Faster – Fey
Trade Log
Show
Notes:
Wondrous item, common (requires attunement by a warlock)
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Minor Property: Guardian
The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
🗹 (C) Hat of Vermin
common
CCC-GHC-BK03-02 The Girl with the wet Nose
Trade Log
Show
Notes:
Wondrous Item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
🗹 (R) Eagle Whistle
rare
DDHC-TYP Hidden Shrine of Tamoachan
Assign Service Reward
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Notes:
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Spelljammer Suit (Cast-Off Half-Plate, Beacon)
common
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Armor (medium), common
You can doff this armor as an action.
This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck.
Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light.
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!
(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.
Lantern of Tracking: Undead
common
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Wondrous item, common
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.
Ring of Mind Shielding
uncommon
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Weapon of Warning
rare
DDHC-JRC-06 Sins of Our Elders
Show
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. |
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☐ (UC) Battleaxe +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | Show | |||
☐ (UC) Shield +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | Show | |||
☐ (R/AT) Flame Tongue Longsword | rare | DDHC-KftGV-10 - Heart of Ashes | Show | |||
☐ (R) Dragon Scale Mail (Red) | 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. |
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☐ (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 |
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☐ (R) Chain Mail +1 | rare | Trade Log | Show | |||
🗹 (C/AT) Dark Shard Amulet (Guardian Property) | common | WBW-DC-FWF Go Fast – Faster – Fey | Trade Log | Show | ||
Notes:
Wondrous item, common (requires attunement by a warlock) This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. Minor Property: Guardian |
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🗹 (C) Hat of Vermin | common | CCC-GHC-BK03-02 The Girl with the wet Nose | Trade Log | Show | ||
Notes:
Wondrous Item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. |
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🗹 (R) Eagle Whistle | rare | DDHC-TYP Hidden Shrine of Tamoachan | Assign Service Reward | Show | ||
Notes:
Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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Spelljammer Suit (Cast-Off Half-Plate, Beacon) | common | FR-DC-MIND Mindflayed Adventures | Show | |||
Notes:
Armor (medium), common You can doff this armor as an action. This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck. Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light. |
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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! |
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(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. |
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Lantern of Tracking: Undead | common | DDHC-JRC-06 Sins of Our Elders | Show | |||
Notes:
Wondrous item, common This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. |
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Ring of Mind Shielding | uncommon | DDHC-JRC-06 Sins of Our Elders | Show | |||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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Weapon of Warning | rare | DDHC-JRC-06 Sins of Our Elders | Show |