Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Butcher’s Bib
rare
BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2
Trade Log
Show
Notes:
Wondrous Item, Rare The blood on this apron is not just red. It smells of blood, it feels like blood, but there is always hint of blue electricity running through the liquid. This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron: • Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon’s damage dice. If you do so, you must use the second total. • Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.
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.
Vicious Mace
rare
CCC-BMG-07- HULB 1-1 Hulburg Rebuilding
Trade Log
Show
Notes:
Flavor Text:
This mace is crafted into the image of a clenched fist wearing spiked gauntlets. It functions as a holy symbol of Bane when wielded. A cleric or paladin of Bane has advantage on Charisma (Intimidation) checks against followers of Bane.
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.
War Pick, +1
uncommon
DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns)
DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns)
Show
Helm of Comprehend Languages
uncommon
CCC-AETHER-01-01 The Heir of Orcus: Verse I
CCC-AETHER-01-01 The Heir of Orcus: Verse I
Show
Notes:
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
This elaborate helm is made of Avernium, a black metal found only in Avernus. The helm has the appearance of a crown with spikes. The inner circle of the helm has an inscription in Infernal which reads, "Avernus Dragonchess Champion."
Ring of Jumping
uncommon
DDHC-CM Candlekeep Mysteries: chapter 3
DDHC-CM Candlekeep Mysteries: chapter 3
Show
Notes:
Requires Attunement
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Mask of the Beast
uncommon
DDAL-DRW-INT-04 - Tales of Fang and Claw
DDAL-DRW-INT-04 - Tales of Fang and Claw
Show
Notes:
Mask of the Beast
Wondrous Item, Uncommon
This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it.
This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light.
Mariner's Armor (Breastplate)
uncommon
CCC-AETHER-01-02 The Heir of Orcus: Verse II
CCC-AETHER-01-02 The Heir of Orcus: Verse II
Show
Notes:
Armor (medium), uncommon
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface.
"12101999" is etched into the inside of this metallic breastplate along with a single word in Abyssal.
"DOOMED"
Potion of Healing (Greater)
uncommon
Xanathar's Guide to Everything
Purchase Log
Show
Boots of Striding and Springing
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Driftglobe
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Stone of Good Luck
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Potion of Healing (Greater)
uncommon
Xanathar's Guide to Everything
Purchase Log
Show
Potion of Healing (Greater)
uncommon
Xanathar's Guide to Everything
Purchase Log
Show
Wand of Magic Missle
uncommon
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV - Affair on the Concordant Express
Show
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
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Butcher’s Bib | rare | BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2 | Trade Log | Show | ||
Notes:
Wondrous Item, Rare The blood on this apron is not just red. It smells of blood, it feels like blood, but there is always hint of blue electricity running through the liquid. This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron: • Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon’s damage dice. If you do so, you must use the second total. • Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20. |
||||||
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. |
||||||
Vicious Mace | rare | CCC-BMG-07- HULB 1-1 Hulburg Rebuilding | Trade Log | Show | ||
Notes:
Flavor Text: |
||||||
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. |
||||||
War Pick, +1 | uncommon | DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) | DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) | Show | ||
Helm of Comprehend Languages | uncommon | CCC-AETHER-01-01 The Heir of Orcus: Verse I | CCC-AETHER-01-01 The Heir of Orcus: Verse I | Show | ||
Notes:
Wondrous item, uncommon While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. This elaborate helm is made of Avernium, a black metal found only in Avernus. The helm has the appearance of a crown with spikes. The inner circle of the helm has an inscription in Infernal which reads, "Avernus Dragonchess Champion." |
||||||
Ring of Jumping | uncommon | DDHC-CM Candlekeep Mysteries: chapter 3 | DDHC-CM Candlekeep Mysteries: chapter 3 | Show | ||
Notes:
Requires Attunement While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
||||||
Mask of the Beast | uncommon | DDAL-DRW-INT-04 - Tales of Fang and Claw | DDAL-DRW-INT-04 - Tales of Fang and Claw | Show | ||
Notes:
Mask of the Beast Wondrous Item, Uncommon This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it. This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light. |
||||||
Mariner's Armor (Breastplate) | uncommon | CCC-AETHER-01-02 The Heir of Orcus: Verse II | CCC-AETHER-01-02 The Heir of Orcus: Verse II | Show | ||
Notes:
Armor (medium), uncommon While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. "12101999" is etched into the inside of this metallic breastplate along with a single word in Abyssal. "DOOMED" |
||||||
Potion of Healing (Greater) | uncommon | Xanathar's Guide to Everything | Purchase Log | Show | ||
Boots of Striding and Springing | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
Driftglobe | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
Stone of Good Luck | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
Potion of Healing (Greater) | uncommon | Xanathar's Guide to Everything | Purchase Log | Show | ||
Potion of Healing (Greater) | uncommon | Xanathar's Guide to Everything | Purchase Log | Show | ||
Wand of Magic Missle | uncommon | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV - Affair on the Concordant Express | Show | ||
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 |