Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Mithral Chainmail uncommon DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV - Affair on the Concordant Express Show
Deck of Illusions uncommon FR-DC-Liga-02 House of Shadow FR-DC-Liga-02 House of Shadow Show
Notes:

Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

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 of one or more creatures 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 (as presented in the Monster Manual), 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 its 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 then 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 can't be used again.

Playing Card — Illusion:

Ace of hearts — Red dragon

King of hearts — Knight and four guards

Queen of hearts — Succubus or incubus

Jack of hearts — Druid

Ten of hearts — Cloud giant

Nine of hearts — Ettin

Eight of hearts — Bugbear

Two of hearts — Goblin

Ace of diamonds — Beholder

King of diamonds — Archmage and mage apprentice

Queen of diamonds — Night hag

Jack of diamonds — Assassin

Ten of diamonds — Fire giant

Nine of diamonds — Ogre mage

Eight of diamonds — Gnoll

Two of diamonds — Kobold

Ace of spades — Lich

King of spades — Priest and two acolytes

Queen of spades — Medusa

Jack of spades — Veteran

Ten of spades — Frost giant

Nine of spades — Troll

Eight of spades — Hobgoblin

Two of spades — Goblin

Ace of clubs — Iron golem

King of clubs — Bandit captain and three bandits

Queen of clubs — Erinyes

Jack of clubs — Berserker

Ten of clubs — Hill giant

Nine of clubs — Ogre

Eight of clubs — Orc

Two of clubs — Kobold

Jokers (2) — You (the deck's owner)

Javelin of Lightning uncommon Trade Log Show
War Pick, +1 uncommon DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) Show
Wand of Magic Missiles uncommon DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) Show
Cloak of Elvenkind uncommon DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) Show
Longsword of Vengeance uncommon DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) Show
Moon Sickle, +2 rare BMG-DRWEP-OD-01 BMG-DRWEP-OD-01 Show
Notes:

Weapon (sickle), rare (requires attunement by a druid or ranger)

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Belt of Hill Giant Strength rare CCC-SFBay-02-03 The Risen Minotaur Lord Trade Log Show
Notes:

Wondrous Item, uncommon 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

Wand of Fireballs rare BMG-DRWEP-OD-01 BMG-DRWEP-OD-01 Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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 crumbles into ashes and is destroyed.

Folding Boat rare DDHC-Descent Into The Lost Caverns of Tsojcanth DDHC-Descent Into The Lost Caverns of Tsojcanth Show
Notes:

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Mantle of Spell Resistance rare DDAL-DRW-11 Shadows in the Stacks DDAL-DRW-11 Shadows in the Stacks Show
Dragonguard rare Trade Log Show
Notes:

Rare
Armor (breastplate), rare You have a +1 bonus to AC while wearing this armor. This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.

Flame Tongue Shortsword rare DDHC-Vecna Eve of Ruin Trade Log Show
Horseshoes of Speed, Beacon Property rare CCC TAROT02-07 Moonlit Waves Part 2 CCC TAROT02-07 Moonlit Waves Part 2 Show
Notes:

Wondrous Item, Rare
These iron horseshoes come in a set of four.
While all four shoes are affixed to the hooves of a
horse or similar creature, they increase the
creature’s walking speed by 30 feet.
While active, these horseshoes flicker as if
flames from a torch and sheds light in a 20-foot
radius.
This item can be found in the DMG on Magic Item
Table C

Horn of Valhalla rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV - Affair on the Concordant Express Show
Bracers of Defense, Minor Quirk Wicked rare FR-DC-BMK-02 - Phandelver & The Blood Moon Keep Mausoleum Trade Log Show
Notes:

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.

Blazherserblane (Longsword, +2, Beacon) rare FR-DC-Liga-02 House of Shadow FR-DC-Liga-02 House of Shadow Show
Notes:

Longsword +2
Melee weapon (martial, longsword), rare

You have a +2 bonus to attack and damage rolls made with this weapon. It has the beacon minor property. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.

Damage: 1d8+2 (1d10+2)
Damage Type: Slashing
Properties: Versatile
Weight: 3

Elemental Essence Shard (Fire) rare SJ-DC-HAG Put your Hag Together SJ-DC-HAG Put your Hag Together Show
Notes:

Wondrous Item, Rare (Requires Attunement by a Sorcerer)

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 peice of jewlery 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.

Fire: One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the glames go out.

Sentinel (Minor Property): The shard gleams with solar light whenever a dragon is nearby. This item glows faintly when such creatures are within 120 feet of it.

This gem is imbued with the power of Coliar, the gas giant. It is warm to the touch, but the holder feels a sense of trepidation as they know that it was given to them by Joanna the hag. What price will you have to pay for this gift?

Vicious Glaive rare Trade Log Show

Unlocked Magic Items