Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
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
Potion of Healing (Common)
common
Xanathar's Guide To Everything
Purchase 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.
White Dragon Tooth Amulet (Wakened Scaled Ornament (White))
very_rare
PO-BMG-DRWEP-KS-01 The Siege of Mulsantir
PO-BMG-DRWEP-KS-01 The Siege of Mulsantir
Show
Rashemi Hot Stone (Thermal Cube)
common
PO-BMG-DRWEP-KS-01 The Siege of Mulsantir
PO-BMG-DRWEP-KS-01 The Siege of Mulsantir
Show
Scimitar +3
very_rare
DDEP06-02 Return to White Plume
DDEP06-02 Return to White Plume
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
Ioun Stone of Fortitude
very_rare
DDEP06-02 Return to White Plume
DDEP06-02 Return to White Plume
Show
Flame Tongue Shortsword
rare
DDHC-Vecna Eve of Ruin
Trade Log
Show
Sanctum Amulet
very_rare
Trade Log
Show
Ioun Stone of Leadership
very_rare
Trade Log
Show
Starlight Moonbow (Glimmering Moonbow Shortbow)
rare
PO-BMG-DRWEP-KS-01 The Siege of Mulsantir
PO-BMG-DRWEP-KS-01 The Siege of Mulsantir
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
Amethyst Lodestone
very_rare
PS-DC-NBDD_01 The Greatest Gameshow
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
Horn of Silent Alarm
common
SJ-DC-ROCK-02 Bral Under Siege
SJ-DC-ROCK-02 Bral Under Siege
Show
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
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.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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 |
||||||
| Potion of Healing (Common) | common | Xanathar's Guide To Everything | Purchase 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. |
||||||
| White Dragon Tooth Amulet (Wakened Scaled Ornament (White)) | very_rare | PO-BMG-DRWEP-KS-01 The Siege of Mulsantir | PO-BMG-DRWEP-KS-01 The Siege of Mulsantir | Show | ||
| Rashemi Hot Stone (Thermal Cube) | common | PO-BMG-DRWEP-KS-01 The Siege of Mulsantir | PO-BMG-DRWEP-KS-01 The Siege of Mulsantir | Show | ||
| Scimitar +3 | very_rare | DDEP06-02 Return to White Plume | DDEP06-02 Return to White Plume | 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 | ||
| Ioun Stone of Fortitude | very_rare | DDEP06-02 Return to White Plume | DDEP06-02 Return to White Plume | Show | ||
| Flame Tongue Shortsword | rare | DDHC-Vecna Eve of Ruin | Trade Log | Show | ||
| Sanctum Amulet | very_rare | Trade Log | Show | |||
| Ioun Stone of Leadership | very_rare | Trade Log | Show | |||
| Starlight Moonbow (Glimmering Moonbow Shortbow) | rare | PO-BMG-DRWEP-KS-01 The Siege of Mulsantir | PO-BMG-DRWEP-KS-01 The Siege of Mulsantir | 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 | ||
| Amethyst Lodestone | very_rare | PS-DC-NBDD_01 The Greatest Gameshow | 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 Damage: 1d6+2 (1d8+2) |
||||||
| Horn of Silent Alarm | common | SJ-DC-ROCK-02 Bral Under Siege | SJ-DC-ROCK-02 Bral Under Siege | Show | ||
| 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 |
||||||
| 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. |
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