Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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

Periapt of Proof Against Poison rare DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) DDHC-QitS - Lost Caverns of Tsojcanth (Greater Caverns) Show
Frost Salamander Whistle (Horn of Valhalla, Silver) rare Trade Log Show
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.

Vicious Glaive rare Trade Log Show
Belt of Fire Giant Strength very_rare Trade Log Show
Cloak of Arachnida (Guardian Minor Property) very_rare DDAL09-12-The Breath of Life DDAL09-12-The Breath of Life Show
Notes:

This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Studded leather, +2 very_rare Trade Log Show
Familiar’s Rapier (Frost Brand Rapier) Guardian very_rare SJ-DC-ZODIAC-14-03 - Herald of War SJ-DC-ZODIAC-14-03 - Herald of War Show
Ioun Stone of Leadership very_rare Trade Log Show
Amethyst Lodestone very_rare PS-DC-NBDD_01 The Greatest Gameshow Trade Log Show
Ioun Stone of Fortitude very_rare DDEP06-02 Return to White Plume DDEP06-02 Return to White Plume Show
Scaled Ornament, White Dragon Tooth Amulet (Wakened) very_rare Trade Log Show
Staff of Power very_rare DDEP04 Reclamation of Phlan DDEP04 Reclamation of Phlan Show
Notes:

Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)

This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral claw. The claw clutches a green dragon scale the size of a small plate engraved with the elven word for “Oblivion”. The rune glows with a pale, green light and emits wisps of choking, caustic mist. Whoever is attuned the staff is able to speak, read, and write Draconic.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff

Damage: 1d6+2 (1d8+2)
Damage Type: Bludgeoning
Properties: Versatile
Weight: 4

Sanctum Amulet very_rare Trade Log Show

Unlocked Magic Items