Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
Vanrak Moonstar’s ancient Mithral armor (Chain Shirt), Dark Vision
uncommon
DDHC-DMM Dungeon of the Mad Mage
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
which has the additional property of granting its wearer darkvision out to a range of 60 feet.
Cap of Water Breathing
uncommon
DDHC-KGV-Prisoner 13
DDHC-KGV-Prisoner 13
Show
Notes:
Wondrous item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Ring of puzzler’s wit
uncommon
PO-BMG-INT-01 - The House That Magic Built
Trade Log
Show
Notes:
Ring, unncommon This gold ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind. The ring has 3 charges and regains 1d4 − 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check. This item is found in The Book of Many Things. The surface of the ring is covered is extremely detailed runework that forms a mazelike pattern on its surface and attempting to follow it never seems to work as it should.
Arcane Grimoire, +1
uncommon
DDALPG v13
Purchase Log
Show
Cape of the Mountebank, Minor Property Temperate
rare
Trade Log
Show
Arcane Grimoire, +2
rare
DDHC-KGV-07 - Axe from the Grave
DDHC-KGV-07 - Axe from the Grave
Show
Amulet of the Devout, +2
rare
Trade Log
Show
Periapt of Proof Against Poison
rare
Trade Log
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.
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
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
Dagger of Venom
rare
DDHC-DMM Dungeon of the Mad Mage Level 11
DDHC-DMM Dungeon of the Mad Mage Level 11
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.
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
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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. |
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Vanrak Moonstar’s ancient Mithral armor (Chain Shirt), Dark Vision | uncommon | DDHC-DMM Dungeon of the Mad Mage | DDHC-DMM Dungeon of the Mad Mage | Show | ||
Notes:
which has the additional property of granting its wearer darkvision out to a range of 60 feet. |
||||||
Cap of Water Breathing | uncommon | DDHC-KGV-Prisoner 13 | DDHC-KGV-Prisoner 13 | Show | ||
Notes:
Wondrous item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
||||||
Ring of puzzler’s wit | uncommon | PO-BMG-INT-01 - The House That Magic Built | Trade Log | Show | ||
Notes:
Ring, unncommon This gold ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind. The ring has 3 charges and regains 1d4 − 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check. This item is found in The Book of Many Things. The surface of the ring is covered is extremely detailed runework that forms a mazelike pattern on its surface and attempting to follow it never seems to work as it should. |
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Arcane Grimoire, +1 | uncommon | DDALPG v13 | Purchase Log | Show | ||
Cape of the Mountebank, Minor Property Temperate | rare | Trade Log | Show | |||
Arcane Grimoire, +2 | rare | DDHC-KGV-07 - Axe from the Grave | DDHC-KGV-07 - Axe from the Grave | Show | ||
Amulet of the Devout, +2 | rare | Trade Log | Show | |||
Periapt of Proof Against Poison | rare | Trade Log | 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. |
||||||
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 | ||
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 | ||
Dagger of Venom | rare | DDHC-DMM Dungeon of the Mad Mage Level 11 | DDHC-DMM Dungeon of the Mad Mage Level 11 | 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 |
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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 |