Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Deck of Illusions
uncommon
PO-BMG-MOONEP-POB-01 - Something Ancient (T2)—EPIC
PO-BMG-MOONEP-POB-01 - Something Ancient (T2)—EPIC
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Notes:
Wondrous item, Uncommon
Weight:
--
Cost:
--
Source:
Player’s Handbook (2014), pg. 161
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)
Fabulist Gem
uncommon
PO-BMG-MOONCA-POB-01 The Joust of Roses
PO-BMG-MOONCA-POB-01 The Joust of Roses
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Notes:
Wondrous Item, Uncommon (Requires Attunement)
This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.
Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn.
Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.
Woodcutter's Axe
rare
PO-BMG-MOONCA-POB-01 The Joust of Roses
PO-BMG-MOONCA-POB-01 The Joust of Roses
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Notes:
Weapon (Greataxe), Rare
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit.
Gift of Flame, Greatsword
uncommon
Opal of the Ild Rune
Trade Log
Show
Notes:
Opal of the Ild Rune Transfer into Greatsword Gift of Flame. You can transfer the opal’s magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Hat of Disguise
uncommon
DDHC-Vecna: Nest of the Eldritch Eye
DDHC-Vecna: Nest of the Eldritch Eye
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Scorpion Armor
rare
DDHC-ToA
Trade Log
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Horn of Valhalla (Silver)
rare
DDHC-KVG Affair on the Concordant Express
DDHC-KVG Affair on the Concordant Express
Show
Dimensional Shackles
rare
DDHC-KVG Affair on the Concordant Express
DDHC-KVG Affair on the Concordant Express
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Mithral Chain mail
uncommon
DDHC-KVG Affair on the Concordant Express
DDHC-KVG Affair on the Concordant Express
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Rod of the Pact Keeper, +2
rare
DDHC-KVG Affair on the Concordant Express
DDHC-KVG Affair on the Concordant Express
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Silvered Greatsword, +3
very_rare
DDHC-KVG Affair on the Concordant Express
DDHC-KVG Affair on the Concordant Express
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Bag of Holding
uncommon
DDHC-KGV-The Stygian Gambit
DDHC-KGV-The Stygian Gambit
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Notes:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container
Rapier, +1
uncommon
DDHC-KGV-The Stygian Gambit
DDHC-KGV-The Stygian Gambit
Show
Notes:
Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat, Finesse
Periapt of Proof against Poison
rare
DDHC-KGV-Prisoner 13
DDHC-KGV-Prisoner 13
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Cap of Water Breathing
uncommon
DDHC-KGV-Prisoner 13
DDHC-KGV-Prisoner 13
Show
Slippers of Spider Climbing
uncommon
DDHC-KGV-Prisoner 13
DDHC-KGV-Prisoner 13
Show
Shield, +1
uncommon
DDHC-KGV-Heath of Ashes
DDHC-KGV-Heath of Ashes
Show
Battleaxe, +1
uncommon
DDHC-KGV-Heath of Ashes
DDHC-KGV-Heath of Ashes
Show
Flame tongue Longsword
rare
DDHC-KGV-Heath of Ashes
DDHC-KGV-Heath of Ashes
Show
Crystal Greatsword
rare
DDHC-GoG
Trade Log
Show
Notes:
This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Deck of Illusions | uncommon | PO-BMG-MOONEP-POB-01 - Something Ancient (T2)—EPIC | PO-BMG-MOONEP-POB-01 - Something Ancient (T2)—EPIC | Show | ||
Notes:
Wondrous item, Uncommon -- Cost: -- Source: Player’s Handbook (2014), pg. 161 This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. Playing Card Illusion |
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Fabulist Gem | uncommon | PO-BMG-MOONCA-POB-01 The Joust of Roses | PO-BMG-MOONCA-POB-01 The Joust of Roses | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) This glittering red gem is commonly found embedded in a ring or brooch. While wearing the gem, you gain the following benefits. Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. |
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Woodcutter's Axe | rare | PO-BMG-MOONCA-POB-01 The Joust of Roses | PO-BMG-MOONCA-POB-01 The Joust of Roses | Show | ||
Notes:
Weapon (Greataxe), Rare |
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Gift of Flame, Greatsword | uncommon | Opal of the Ild Rune | Trade Log | Show | ||
Notes:
Opal of the Ild Rune Transfer into Greatsword Gift of Flame. You can transfer the opal’s magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. |
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Hat of Disguise | uncommon | DDHC-Vecna: Nest of the Eldritch Eye | DDHC-Vecna: Nest of the Eldritch Eye | Show | ||
Scorpion Armor | rare | DDHC-ToA | Trade Log | Show | ||
Horn of Valhalla (Silver) | rare | DDHC-KVG Affair on the Concordant Express | DDHC-KVG Affair on the Concordant Express | Show | ||
Dimensional Shackles | rare | DDHC-KVG Affair on the Concordant Express | DDHC-KVG Affair on the Concordant Express | Show | ||
Mithral Chain mail | uncommon | DDHC-KVG Affair on the Concordant Express | DDHC-KVG Affair on the Concordant Express | Show | ||
Rod of the Pact Keeper, +2 | rare | DDHC-KVG Affair on the Concordant Express | DDHC-KVG Affair on the Concordant Express | Show | ||
Silvered Greatsword, +3 | very_rare | DDHC-KVG Affair on the Concordant Express | DDHC-KVG Affair on the Concordant Express | Show | ||
Bag of Holding | uncommon | DDHC-KGV-The Stygian Gambit | DDHC-KGV-The Stygian Gambit | Show | ||
Notes:
Wondrous Item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Notes: Utility, Container |
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Rapier, +1 | uncommon | DDHC-KGV-The Stygian Gambit | DDHC-KGV-The Stygian Gambit | Show | ||
Notes:
Weapon (rapier), uncommon Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Finesse |
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Periapt of Proof against Poison | rare | DDHC-KGV-Prisoner 13 | DDHC-KGV-Prisoner 13 | Show | ||
Cap of Water Breathing | uncommon | DDHC-KGV-Prisoner 13 | DDHC-KGV-Prisoner 13 | Show | ||
Slippers of Spider Climbing | uncommon | DDHC-KGV-Prisoner 13 | DDHC-KGV-Prisoner 13 | Show | ||
Shield, +1 | uncommon | DDHC-KGV-Heath of Ashes | DDHC-KGV-Heath of Ashes | Show | ||
Battleaxe, +1 | uncommon | DDHC-KGV-Heath of Ashes | DDHC-KGV-Heath of Ashes | Show | ||
Flame tongue Longsword | rare | DDHC-KGV-Heath of Ashes | DDHC-KGV-Heath of Ashes | Show | ||
Crystal Greatsword | rare | DDHC-GoG | Trade Log | Show | ||
Notes:
This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage. The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt. While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light. |