Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Periapt of Proof Against Poison
rare
Trade Log
Show
Saddle of the Cavalier
uncommon
Trade Log
Show
Ring of Puzzler's Wit
uncommon
Trade Log
Show
Goggles of Night
uncommon
Trade Log
Show
Tome of Clear Thought
very_rare
DDHC-MORD-02 The Lich-Queen’s Begotten
DDHC-MORD-02 The Lich-Queen’s Begotten
Show
Cloak of Arachnida
very_rare
Trade Log
Show
Scaled Ornament, White Dragon Tooth Amulet (Wakened)
very_rare
Trade Log
Show
Carpet of Flying (5 ft. x 7 ft.)
very_rare
Trade Log
Show
Manual of Bodily Health
very_rare
Trade Log
Show
All Purpose Tool, +3
very_rare
Trade Log
Show
Cubic Gate
legendary
DDHC-PAM-Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion Session 3
DDHC-PAM-Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion Session 3
Show
Notes:
(Sigil, Walking Castle in The Outland, Neverwinter of Forgotten Realms, Nine Hells, Shadowfell, Elysium)
Ruby Weave Gem
legendary
Trade Log
Show
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.
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.
Dread Helm
common
PS-DC-Rose War of the Roses
PS-DC-Rose War of the Roses, Tier 4
Show
Notes:
Wondrous Item, Common
This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it. This item is found in the Dungeon Master's Guide.
This helm is forged from remnants of an iron cube of Acheron and always feels cool. While wearing the helm, you can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.
Tome of Leadership and Influence
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Belt of Storm Giant Strength
legendary
DDAL06-03 Crypt of the Death Giants
DDAL06-03 Crypt of the Death Giants
Show
Notes:
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29.
Crown of the Wrath Bringer
rare
Artificer: Magic Item Adapt
Purchase Log
Show
Notes:
Wondrous Item, rare (requires attunement)
This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer’s fury to strike opponents with vicious terror.
When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled.
Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
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
Figurine of Wondrous Power (Bronze Griffon)
common
PS-DC-PKL-10 Behind Blue Eyes
PS-DC-PKL-10 Behind Blue Eyes
Show
Notes:
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
The figurine 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.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Periapt of Proof Against Poison | rare | Trade Log | Show | |||
Saddle of the Cavalier | uncommon | Trade Log | Show | |||
Ring of Puzzler's Wit | uncommon | Trade Log | Show | |||
Goggles of Night | uncommon | Trade Log | Show | |||
Tome of Clear Thought | very_rare | DDHC-MORD-02 The Lich-Queen’s Begotten | DDHC-MORD-02 The Lich-Queen’s Begotten | Show | ||
Cloak of Arachnida | very_rare | Trade Log | Show | |||
Scaled Ornament, White Dragon Tooth Amulet (Wakened) | very_rare | Trade Log | Show | |||
Carpet of Flying (5 ft. x 7 ft.) | very_rare | Trade Log | Show | |||
Manual of Bodily Health | very_rare | Trade Log | Show | |||
All Purpose Tool, +3 | very_rare | Trade Log | Show | |||
Cubic Gate | legendary | DDHC-PAM-Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion Session 3 | DDHC-PAM-Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion Session 3 | Show | ||
Notes:
(Sigil, Walking Castle in The Outland, Neverwinter of Forgotten Realms, Nine Hells, Shadowfell, Elysium) |
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Ruby Weave Gem | legendary | Trade Log | Show | |||
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) |
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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. |
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Dread Helm | common | PS-DC-Rose War of the Roses | PS-DC-Rose War of the Roses, Tier 4 | Show | ||
Notes:
Wondrous Item, Common This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it. This item is found in the Dungeon Master's Guide. This helm is forged from remnants of an iron cube of Acheron and always feels cool. While wearing the helm, you can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn. |
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Tome of Leadership and Influence | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
Belt of Storm Giant Strength | legendary | DDAL06-03 Crypt of the Death Giants | DDAL06-03 Crypt of the Death Giants | Show | ||
Notes:
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. |
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Crown of the Wrath Bringer | rare | Artificer: Magic Item Adapt | Purchase Log | Show | ||
Notes:
Wondrous Item, rare (requires attunement) When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled. Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn. |
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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 | ||
Figurine of Wondrous Power (Bronze Griffon) | common | PS-DC-PKL-10 Behind Blue Eyes | PS-DC-PKL-10 Behind Blue Eyes | Show | ||
Notes:
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. The figurine 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. |