Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Bag of Beans (6) rare DDHC-DIA Descent into Avernus Trade Log Show
Battle standard of infernal power very_rare DDHC-DIA Descent into Avernus Trade Log Show
Leather +2 very_rare DDHC-DIA Descent into Avernus Trade Log Show
Nine Lives Stealer (longsword) very_rare DDHC-DMM Dungeon of the Mad Mage Lv 22 (Service Award) Trade Log Show
Notes:

(Service Award)

Rod of the Pact Keeper +2 rare DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) Trade Log Show
Staff of Power very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Berserker Battleaxe uncommon DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Defender (Rapier) legendary DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Spear of Backbiting very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Sword of Vengeance (Longsword) uncommon DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Helm of Brilliance very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Notes:

6 Diamonds, 12 Rubies, 22 Fire Opals, 18 Opals

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic.

You gain the following benefits while wearing it:

You can use an Action to cast one of the following Spells (save DC 18), using one of the helm’s gems of the specified type as a component:
Daylight (opal),
Fireball (fire opal),
Prismatic Spray (diamond)
Wall of Fire (ruby).

The gem is destroyed when the spell is cast and disappears from The Helm.

As long as it has at least one Diamond,
The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.

As long as The Helm has at least one ruby, you have Resistance to fire damage.

As long as The Helm has at least one fire opal, you can use an Action and speak a Command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus Action to speak the Command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed.

Ring of Free Action rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Rod of Alertness very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Manual of Bodily Health very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Candle of Invocation (Chaotic Good) very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Scimitar of Speed very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Hand crossbow +3 very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Mirror of Life Trapping very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Shield +3 very_rare DDHC-TYP-Tomb of Horrors DDHC-TYP-Tomb of Horrors Show
Earth Elemental Essence Shard *Wicked rare SJ-DC-SJS-04 The Crown of Kings Trade Log Show
Notes:

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends.

You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
Property. You gain resistance to a damage type of your choice until the start of your next turn.

Minor Property: Wicked. 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.

Unlocked Magic Items