Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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
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
Wand of Magic Missiles
uncommon
Trade Log
Show
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.
Plaque of Dominion, Rod of the Pact Keeper +1, Minor Property Guardian
uncommon
SJDC-RBT | Starry Doom
SJ-DC-RBT | Starry Doom
Show
Notes:
Rod of the Pact Keeper +1, +2 to initiative
Carved when the Old Ones still dwelt amongst their servants, this plaque bears glyphs of such potent cosmic power that those who even glance upon them are driven into a stupor.
Psi Crystal
uncommon
DC-PoA-ROG-2: The Cold Eyes of Terror
Trade Log
Show
Notes:
Uncommon
Psi Crystal (Wondrous Item, uncommon) (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). This item is found in Icewind Dale: Rime of the Frostmaiden. Intelligence Score Range of Telepathy Light Intensity 3–7 15 feet Dim light out to a range of 5 feet 8–11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet 12–15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet 16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated. A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.
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.
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal, White Plume Mountain
Trade Log
Show
Arcane Grimoire, +1
uncommon
DDALPG v13
Purchase Log
Show
Potion of Healing (Greater)
uncommon
Xanathar's guide to Everything
Purchase Log
Show
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.
Mithral Armor, Half-Plate
uncommon
DDHC-KGV-Prisoner 13
DDHC-KGV-Prisoner 13
Show
Notes:
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
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.
Periapt of Health
uncommon
Trade Log
Show
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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 | ||
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 | ||
Wand of Magic Missiles | uncommon | Trade Log | Show | |||
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. |
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Plaque of Dominion, Rod of the Pact Keeper +1, Minor Property Guardian | uncommon | SJDC-RBT | Starry Doom | SJ-DC-RBT | Starry Doom | Show | ||
Notes:
Rod of the Pact Keeper +1, +2 to initiative |
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Psi Crystal | uncommon | DC-PoA-ROG-2: The Cold Eyes of Terror | Trade Log | Show | ||
Notes:
Uncommon |
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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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Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal, White Plume Mountain | Trade Log | Show | ||
Arcane Grimoire, +1 | uncommon | DDALPG v13 | Purchase Log | Show | ||
Potion of Healing (Greater) | uncommon | Xanathar's guide to Everything | Purchase Log | Show | ||
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. |
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Mithral Armor, Half-Plate | uncommon | DDHC-KGV-Prisoner 13 | DDHC-KGV-Prisoner 13 | Show | ||
Notes:
Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
||||||
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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Periapt of Health | uncommon | Trade Log | Show |