Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Oil of Etherealness
rare
PO-BK1-6 Beyond the Starry Veil
Show
Potion of Mind Reading
uncommon
PO-BK1-6 Beyond the Starry Veil
Show
potion of giant strength (cloud)
common
DDAL05-14 Reeducation (T3)
Show
potion of healing (superior)
common
DDAL05-14 Reeducation (T3)
Show
opal of the ild rune
rare
DDAL05-14 Reeducation (T3)
Show
Notes:
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
orb of the stein rune
rare
DDAL05-14 Reeducation (T3)
Show
Notes:
This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is on your person.
Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all check and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can't be petrified.
Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Stone. You can transfer the opal's magic to a nonmagical item--a weapon or suit of armor--by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the run appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is not a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Bag of Holding
uncommon
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Notes:
Level 5 award
+1 studded leather
uncommon
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
potion of invisibility
rare
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
potion of frost giant strength
rare
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
bracers of defense
rare
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
yellow diamond elemental gem
uncommon
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Notes:
This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
potion of greater healing
uncommon
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
+2 Spear
rare
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Potions of healing x6
common
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Wand of Magic Missiles
uncommon
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Helm of Telepathy
uncommon
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Manual of Quickness of Action
very_rare
CCC-BMG-37 HULB3-1 - Weakness of Rock
CCC-BMG-37 HULB3-1 - Weakness of Rock
Show
Plate +2 , Bone (Druid Friendly)
very_rare
CCC-JGD-01 Left Black & Blue
Trade Log
Show
Battleaxe +3 (Skeggox)
very_rare
DDAL05-9 Durlag’s Tomb
Trade Log
Show
Notes:
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Oil of Etherealness | rare | PO-BK1-6 Beyond the Starry Veil | Show | |||
Potion of Mind Reading | uncommon | PO-BK1-6 Beyond the Starry Veil | Show | |||
potion of giant strength (cloud) | common | DDAL05-14 Reeducation (T3) | Show | |||
potion of healing (superior) | common | DDAL05-14 Reeducation (T3) | Show | |||
opal of the ild rune | rare | DDAL05-14 Reeducation (T3) | Show | |||
Notes:
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B. Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fire’s Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. |
||||||
orb of the stein rune | rare | DDAL05-14 Reeducation (T3) | Show | |||
Notes:
This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is on your person. Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all check and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can't be petrified. Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Stone. You can transfer the opal's magic to a nonmagical item--a weapon or suit of armor--by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the run appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is not a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. |
||||||
Bag of Holding | uncommon | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Notes:
Level 5 award |
||||||
+1 studded leather | uncommon | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
potion of invisibility | rare | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
potion of frost giant strength | rare | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
bracers of defense | rare | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
yellow diamond elemental gem | uncommon | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Notes:
This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. |
||||||
potion of greater healing | uncommon | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
+2 Spear | rare | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Potions of healing x6 | common | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Wand of Magic Missiles | uncommon | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Helm of Telepathy | uncommon | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Manual of Quickness of Action | very_rare | CCC-BMG-37 HULB3-1 - Weakness of Rock | CCC-BMG-37 HULB3-1 - Weakness of Rock | Show | ||
Plate +2 , Bone (Druid Friendly) | very_rare | CCC-JGD-01 Left Black & Blue | Trade Log | Show | ||
Battleaxe +3 (Skeggox) | very_rare | DDAL05-9 Durlag’s Tomb | Trade Log | Show | ||
Notes:
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn. |