Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Gloves of Missile Snaring
uncommon
DDHC-DMM Dungeon of the Mad Mage Maze Level
DDHC-DMM Dungeon of the Mad Mage Maze Level
Show
Notes:
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Sending Stones
uncommon
FR-DC-LIga-10 Tangled Threads of the Moor
FR-DC-LIga-10 Tangled Threads of the Moor
Show
Notes:
Wondrous item, uncommon
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Unlike most sending stones, these are natural, unworked stone. These were the very first magic items added to Mornauguth’s horde; that she gave them to you freely either means you should be terrified or grateful.
Cli Lyre
rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
Mace of Terror
rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
Rope of Entanglement
rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
Rapier of the Dark Huntsman, (Rapier of Life Stealing)
rare
CCC-PDXAGE-02-01-The Dark Hunt
Trade Log
Show
Notes:
The rapier is flavored as "Rapier of the Dark Huntsman". If you're curious about the flavor text:
"Weapon, rare (requires attunement) This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dagger of Venom
rare
DDHC-DMM Dungeon of the Mad Mage Level 11
DDHC-DMM Dungeon of the Mad Mage Level 11
Show
Arcane Grimoire, +2
rare
DDHC-KGV-07 - Axe from the Grave
DDHC-KGV-07 - Axe from the Grave
Show
Dodecahedron of Doom
rare
DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard
DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard
Show
Notes:
This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect:
Roll Table to VTT
d12 EFFECT
1–2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one.
3–4 The dodecahedron casts light on itself. The effect lasts until a creature touches the die.
5–6 The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn’t have total cover against the attack.
7–8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes.
11–12 The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour.
Periapt of Proof Against Poison
rare
Trade Log
Show
Figurine of Wondrous Power (onyx dog)
rare
DDHC-DMM Dungeon of the Mad Mage Level 15: Obstacle Course
DDHC-DMM Dungeon of the Mad Mage Level 15: Obstacle Course
Show
Tentacle Rod
rare
DRW-EP-01-Assault on Myth Nantar
DRW-EP-01-Assault on Myth Nantar
Show
Wand of magic detection
rare
DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth
DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth
Show
Amulet of the Devout, +2
rare
Trade Log
Show
Elemental essence shard (water), Language Primordial
rare
SJ-DC-IGC-ECP-02 Coldsnap
SJ-DC-IGC-ECP-02 Coldsnap
Show
Notes:
Wondrous Item, rare (requires attunement by a sorcerer), language minor property (Aquan)
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 piece of jewelry) 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.
Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
This item is found in Tasha’s Cauldron of Everything.
This elemental essence shard (water) is a block of ice that never melts encasing constantly moving water. Encased in the frozen exterior, the water churns and swirls with an ethereal luminosity, capturing the essence of the evershifting tides. Shades of cerulean and glacial blues converge, forming delicate patterns reminiscent of frozen fractals. When touched, the ice remains cool to the skin, exuding a refreshing mist and a faint melodic hum as if echoing the distant melody of ocean waves.
The bearer can speak and understand the Aquan dialect of Primordial.
Glimmering Moonbow, Longbow
rare
DDHC-GOG-Giants of the Star Forge
DDHC-GOG-Giants of the Star Forge
Show
Notes:
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.
While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn.
Brazier of Commanding Fire Elementals
rare
DDHC-KGV-13-Fire and Darkness
DDHC-KGV-13-Fire and Darkness
Show
Figurine of Wondrous Power (Bronze Griffon)
rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
Studded Leather, +2
very_rare
Triden Games D&D Trading Post
Trade Log
Show
Manual of Gainful Exercise
very_rare
DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth
DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Gloves of Missile Snaring | uncommon | DDHC-DMM Dungeon of the Mad Mage Maze Level | DDHC-DMM Dungeon of the Mad Mage Maze Level | Show | ||
Notes:
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. |
||||||
Sending Stones | uncommon | FR-DC-LIga-10 Tangled Threads of the Moor | FR-DC-LIga-10 Tangled Threads of the Moor | Show | ||
Notes:
Wondrous item, uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. Unlike most sending stones, these are natural, unworked stone. These were the very first magic items added to Mornauguth’s horde; that she gave them to you freely either means you should be terrified or grateful. |
||||||
Cli Lyre | rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
Mace of Terror | rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
Rope of Entanglement | rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
Rapier of the Dark Huntsman, (Rapier of Life Stealing) | rare | CCC-PDXAGE-02-01-The Dark Hunt | Trade Log | Show | ||
Notes:
The rapier is flavored as "Rapier of the Dark Huntsman". If you're curious about the flavor text: "Weapon, rare (requires attunement) This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
||||||
Dagger of Venom | rare | DDHC-DMM Dungeon of the Mad Mage Level 11 | DDHC-DMM Dungeon of the Mad Mage Level 11 | Show | ||
Arcane Grimoire, +2 | rare | DDHC-KGV-07 - Axe from the Grave | DDHC-KGV-07 - Axe from the Grave | Show | ||
Dodecahedron of Doom | rare | DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard | DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard | Show | ||
Notes:
This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast. The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: Roll Table to VTT |
||||||
Periapt of Proof Against Poison | rare | Trade Log | Show | |||
Figurine of Wondrous Power (onyx dog) | rare | DDHC-DMM Dungeon of the Mad Mage Level 15: Obstacle Course | DDHC-DMM Dungeon of the Mad Mage Level 15: Obstacle Course | Show | ||
Tentacle Rod | rare | DRW-EP-01-Assault on Myth Nantar | DRW-EP-01-Assault on Myth Nantar | Show | ||
Wand of magic detection | rare | DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth | DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth | Show | ||
Amulet of the Devout, +2 | rare | Trade Log | Show | |||
Elemental essence shard (water), Language Primordial | rare | SJ-DC-IGC-ECP-02 Coldsnap | SJ-DC-IGC-ECP-02 Coldsnap | Show | ||
Notes:
Wondrous Item, rare (requires attunement by a sorcerer), language minor property (Aquan) |
||||||
Glimmering Moonbow, Longbow | rare | DDHC-GOG-Giants of the Star Forge | DDHC-GOG-Giants of the Star Forge | Show | ||
Notes:
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target. While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn. |
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Brazier of Commanding Fire Elementals | rare | DDHC-KGV-13-Fire and Darkness | DDHC-KGV-13-Fire and Darkness | Show | ||
Figurine of Wondrous Power (Bronze Griffon) | rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
Studded Leather, +2 | very_rare | Triden Games D&D Trading Post | Trade Log | Show | ||
Manual of Gainful Exercise | very_rare | DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth | DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth | Show |