Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Potion of Healing (Common)
common
Xanathar's Guide To Everything
Purchase Log
Show
Studded leather, +2
very_rare
Trade Log
Show
Boots of Elvenkind
common
DRW-INT-03 - A Red Day for Elventree
DRW-INT-03 - A Red Day for Elventree
Show
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Notes: Advantage: Stealth, Movement, Utility, Dece
Amethyst Lodestone
very_rare
PS-DC-NBDD_01 The Greatest Gameshow
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.
Flame Tongue Shortsword
rare
DDHC-Vecna Eve of Ruin
Trade Log
Show
Ioun Stone of Leadership
very_rare
Trade Log
Show
Belt of Fire Giant Strength
very_rare
Trade Log
Show
Talking Doll (Big Bunny)
common
SJ-DC-ZODIAC-14-03 - Herald of War
SJ-DC-ZODIAC-14-03 - Herald of War
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
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.
Stone of Good Luck
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
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)
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
Driftglobe
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
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.
Boots of Striding and Springing
uncommon
DDHC-KGV-05 - TockWorth's Clockworks
DDHC-KGV-05 - TockWorth's Clockworks
Show
Wand of Magic Missle
uncommon
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV - Affair on the Concordant Express
Show
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
Potion of Healing (Greater)
uncommon
Xanathar's Guide to Everything
Purchase Log
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Potion of Healing (Common) | common | Xanathar's Guide To Everything | Purchase Log | Show | ||
Studded leather, +2 | very_rare | Trade Log | Show | |||
Boots of Elvenkind | common | DRW-INT-03 - A Red Day for Elventree | DRW-INT-03 - A Red Day for Elventree | Show | ||
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. Notes: Advantage: Stealth, Movement, Utility, Dece |
||||||
Amethyst Lodestone | very_rare | PS-DC-NBDD_01 The Greatest Gameshow | 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. |
||||||
Flame Tongue Shortsword | rare | DDHC-Vecna Eve of Ruin | Trade Log | Show | ||
Ioun Stone of Leadership | very_rare | Trade Log | Show | |||
Belt of Fire Giant Strength | very_rare | Trade Log | Show | |||
Talking Doll (Big Bunny) | common | SJ-DC-ZODIAC-14-03 - Herald of War | SJ-DC-ZODIAC-14-03 - Herald of War | 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 | ||
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. |
||||||
Stone of Good Luck | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | 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) |
||||||
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 |
||||||
Driftglobe | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | 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. |
||||||
Boots of Striding and Springing | uncommon | DDHC-KGV-05 - TockWorth's Clockworks | DDHC-KGV-05 - TockWorth's Clockworks | Show | ||
Wand of Magic Missle | uncommon | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV - Affair on the Concordant Express | Show | ||
Blazherserblane (Longsword, +2, Beacon) | rare | FR-DC-Liga-02 House of Shadow | FR-DC-Liga-02 House of Shadow | Show | ||
Notes:
Longsword +2 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) |
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Potion of Healing (Greater) | uncommon | Xanathar's Guide to Everything | Purchase Log | Show |