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Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Ioun Stone (Mastery) legendary DDHC-PAM- Turn of Fortune's Wheel Chapter 12 Echoes of Delusion Session 2 DDHC-PAM- Turn of Fortune's Wheel Chapter 12 Echoes of Delusion Session 2 Show
Iron Flask legendary DDHC-PAM Turn of Fortune's Wheel CH 7 Excelsior: Lost Souls DDHC-PAM Turn of Fortune's Wheel CH 7 Excelsior: Lost Souls Show
Notes:

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.

You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

Roll Table to VTT
d100 Contents d100 Contents
1-50 Empty 77-78 Elemental (any)
51 Arcanaloth 79 Githyanki knight
52 Cambion 80 Githzerai zerth
53-54 Dao 81-82 Invisible Stalker
55-57 Demon (type 1) 83-84 Marid
58-60 Demon (type 2) 85-86 Mezzoloth
61-62 Demon (type 3) 87-88 Night hag
63-64 Demon (type 4) 89-90 Nycaloth
65 Demon (type 5) 91 Planetar
66 Demon (type 6) 92-93 Salamander
67 Deva 94-95 Slaad (any)
68-69 Devil (greater) 96 Solar
70-72 Devil (lesser) 97-98 Succubus/incubus
73-74 Djinni 99 Ultroloth
75-76 Efreeti 00 Xorn

Lantern of Revealing uncommon DDHC-PAM Turn of Fortune's Wheel CH 7 Excelsior: Lost Souls DDHC-PAM Turn of Fortune's Wheel CH 7 Excelsior: Lost Souls Show
Notes:

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Manual of Bodily Health very_rare Trade Log Show
Necklace of Prayer Beads rare Planescape - Turn of Fortune's Wheel Ch 4 Planescape - Turn of Fortune's Wheel Ch 4 Show
Notes:

4 beads: blessing, curing, favor, and wind walking

Periapt of Proof Against Poison rare Trade Log Show
Periapt of Wound Closure uncommon DDHC-PAM Turn of Fortune's Wheel Chapter 11 - Sylvania: Titan on the Town CHP 12 Outlands Explorations (Spireball) DDHC-PAM Turn of Fortune's Wheel Chapter 11 - Sylvania: Titan on the Town CHP 12 Outlands Explorations (Spireball) Show
Notes:

Wondrous item, uncommon (requires attunement)
Weight

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Cost

--

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Quaryl's Codex (Tome of the Stilled Tongue) legendary DDAL00-02F Lost Tales of Myth Drannor: Definition of Heroism DDAL00-02F Lost Tales of Myth Drannor: Definition of Heroism Show
Notes:

Wondrous Item, legendary (requires attunement by a wizard)
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.

Ring of Animal Influence rare DDHC-PAM Turn of Fortune's Wheel CH 8 DDHC-PAM Turn of Fortune's Wheel CH 8 Show
Notes:

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals

Ring of Protection rare Planescpae - Turn of Fortune's Wheel Ch 3 Planescpae - Turn of Fortune's Wheel Ch 3 Session 1 Show
Ring of Puzzler's Wit uncommon Trade Log Show
Rope of Entanglement rare DDHC-PAM Turn of Fortune's Wheel CH 8 DDHC-PAM Turn of Fortune's Wheel CH 8 Show
Notes:

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rose Crown (Helm of Brilliance) very_rare PS-DC-Rose War of the Roses PS-DC-Rose War of the Roses, Tier 4 Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing the helm.

Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.

Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon.

Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.

Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.

This iron helm has 7 diamonds, 7 rubies, 21 fire opals, and 22 opals, each of which has been magically cut to look like a rose petal. It can be attuned to in 1 minute.

Ruby Weave Gem legendary Trade Log Show
Saddle of the Cavalier uncommon Trade Log Show
Scaled Ornament, White Dragon Tooth Amulet (Wakened) very_rare Trade Log Show
Staff of Adornment common PS-DC-PKL-10 Behind Blue Eyes PS-DC-PKL-10 Behind Blue Eyes Show
Notes:

Staff, weapon, common

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

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.

This staff is embossed with numerous amounts of eyes that seem to shift in the direction of whomever is looking at it. It has the minor language property allowing the owner to understand deep speech.

Damage: 1d6 (1d8)
Damage Type: Bludgeoning
Properties: Versatile
Weight: 4

Tailsman of Sphere legendary DDHC-PAM Turn of Fortune's Wheel Chapter 9 Glorium DDHC-PAM Turn of Fortune's Wheel Chapter 9 Glorium Show
Tome of Clear Thought very_rare DDHC-MORD-02 The Lich-Queen’s Begotten DDHC-MORD-02 The Lich-Queen’s Begotten Show
Tome of Leadership and Influence very_rare DDEP07-02 Drums of the Dead DDEP07-02 Drums of the Dead Show

Unlocked Magic Items