Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
+1 Rapier
uncommon
Character Creation
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Found On: Magic Item Table F
Half Plate Armor of resistance (necrotic)
rare
WBW-DC-FWF Sowing of Hope
Show
Notes:
Half Plate Armor of resistance (necrotic)
AC 15 + Dex (max 2)
Wearer has resistance against necrotic damage.
Rare Magic Item
Medium armor
750 gp, 40 lb.
Half plate consists of shaped metal plates that cover most of the
wearer's body. It does not include leg protection beyond simple
greaves that are attached with leather straps.
The wearer has disadvantage on Dexterity (Stealth) checks.
Minor Property: Language
The bearer can speak and understand Deep Speech while the item is
on the bearer's person.
Weapon of Warning (Longsword)
uncommon
CCC-BFG 01-01 A House Devided
Show
Notes:
Weapon of Warning (Longsword)
Uncommon, requires attunement
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep.
The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. This item can be found on Magic Item Table F in the DMG.
Wand of Pyrotechnics
common
mit Tazzari getauscht
Trade Log
Show
Notes:
Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Deck of Illusions
uncommon
CCC-BFG 01-02 Secrets of the Moon
Show
Notes:
Wonderous Item, uncommon
This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it.
Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again.
This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at.
Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect.
Roll 1d23
Playing Card Illusion
1 King of hearts Knight and four guards
2 Ten of hearts Cloud Giant
3 Nine of hearts Ettin
4 Ace of diamonds Beholder
5 King of diamonds Archmage and mage Apprentice
6 Queen of diamonds Night Hag
7 Jack of diamonds Assassin
8 Ten of diamonds Fire giant
9 Eight of diamonds Gnoll
10 Jokers (2) You (the deck's owner)
11 Ace of spades Lich
12 King of spades Priest and two acolytes
13 Jack of spades Veteran
14 Ten of spades Frost Giant
15 Nine of spades Troll
16 Eight of spades Hobgoblin
17 Two of spades Goblin
18 Ace of clubs Iron Golem
19 King of clubs Bandit Captain and three bandits
20 Queen of clubs Erinyes
21 Nine of clubs Ogre
22 Eight of clubs Orc
23 Two of clubs Kobold
Javelin of Lightning
uncommon
CCC-BFG 01-03 Dark Moon Return
Show
Notes:
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage
on a failed save, and half as much damage on a successful one.
The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
+1 Shield
uncommon
Storm King Thunder Campaign
DDHC-RoT-Chapter 1: Council of Waterdeep
Show
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC (2).
Scroll of Revivify
uncommon
DDHC-RoT-Chapter 1: Council of Waterdeep
Show
Ring of Warmth
uncommon
DDHC-RoT-Chapter 1: Council of Waterdeep
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Gavel of the Venn Rune
rare
SKT - Chapter 5 : Den of the Hill Giants
SKT - Chapter 5 : Den of the Hill Giants
Show
Notes:
Wondrous item, rare (requires attunement)
This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.
Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest.
Gift of Truth. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:
Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
Doss Lute
uncommon
SKT - Chapter 5 : Den of the Hill Giants
SKT - Chapter 5 : Den of the Hill Giants
Show
Notes:
Wondrous item, uncommon (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, animal friendship, protection from energy (fire only), protection from poison
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
+1 Rapier | uncommon | Character Creation | Show | |||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
||||||
Half Plate Armor of resistance (necrotic) | rare | WBW-DC-FWF Sowing of Hope | Show | |||
Notes:
Half Plate Armor of resistance (necrotic) Half plate consists of shaped metal plates that cover most of the Minor Property: Language |
||||||
Weapon of Warning (Longsword) | uncommon | CCC-BFG 01-01 A House Devided | Show | |||
Notes:
Weapon of Warning (Longsword) |
||||||
Wand of Pyrotechnics | common | mit Tazzari getauscht | Trade Log | Show | ||
Notes:
Wand, common |
||||||
Deck of Illusions | uncommon | CCC-BFG 01-02 Secrets of the Moon | Show | |||
Notes:
Wonderous Item, uncommon Roll 1d23 |
||||||
Javelin of Lightning | uncommon | CCC-BFG 01-03 Dark Moon Return | Show | |||
Notes:
Javelin of Lightning |
||||||
+1 Shield | uncommon | Storm King Thunder Campaign | DDHC-RoT-Chapter 1: Council of Waterdeep | Show | ||
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC (2). |
||||||
Scroll of Revivify | uncommon | DDHC-RoT-Chapter 1: Council of Waterdeep | Show | |||
Ring of Warmth | uncommon | DDHC-RoT-Chapter 1: Council of Waterdeep | Show | |||
Notes:
Ring, uncommon (requires attunement) |
||||||
Gavel of the Venn Rune | rare | SKT - Chapter 5 : Den of the Hill Giants | SKT - Chapter 5 : Den of the Hill Giants | Show | ||
Notes:
Wondrous item, rare (requires attunement) Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person. Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest. Gift of Truth. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property: Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly. |
||||||
Doss Lute | uncommon | SKT - Chapter 5 : Den of the Hill Giants | SKT - Chapter 5 : Den of the Hill Giants | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, animal friendship, protection from energy (fire only), protection from poison |