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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 Show
Notes:

Wondrous item, Uncommon
Weight:

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Cost:

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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 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.

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
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 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
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 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.

Unlocked Magic Items