Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Potion of Healing (Superior) 5x
rare
DDHC-TYP Tales from the Yawning Portal, White Plume Mountain Session 2
DDHC-TYP Tales from the Yawning Portal, White Plume Mountain Session 2
Show
Cloak of Count Rhodar Von Glauer (Cloak of the Bat)
rare
SJ-DC-DEW The Devil's Work
Trade Log
Show
Silver Horn of Valhalla
rare
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons
Wand of Magic Missiles
uncommon
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
Show
Notes:
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Stormcaller's Embrace (Studded Armor +1), Guardian Property (+2 Initiative)
rare
SJ-DC-The Cosmic Revenant-06-Venomous Water Rising
Trade Log
Show
Notes:
"Stormcaller's Embrace" - the studded leather armor +1, is adorned with motifs of lightning bolts and thunderclouds, and imbued with the essence of the storm. When the wearer moves, it crackles with electric energy, and its protective power is said to rival the force of a thunderstorm. Minor property Guardian +2 Initiative.
Armor of Vulnerability (Slashing)
rare
DDHC-TYP White Plume Mountain
Trade Log
Show
Staff of the Python
uncommon
CCC-GSP02-02 Stygia Untamed
CCC-GSP02-02 Stygia Untamed
Show
Drone Control Rod (Staff of Swarming Insects)
rare
WBW-DC-LEGIT-SV-06 The Calamity Jar
WBW-DC-LEGIT-SV-06 The Calamity Jar
Show
Notes:
Staff, rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
A steel rod tipped with a chunk of crystal computer. Hexagonal tracery lights up when it is activated.
Additional Property - Harmonious. Attuning to this item takes only 1 minute.
This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud. While holding the staff, you can use an Action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for Creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the Effect.
Moon-Touched Shortsword
common
BMG-MOON-MD-06-Death Sailing
Trade Log
Show
Notes:
Weapon (shortsword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item is found in the Dungeon Master’s Guide. This ornate falcata has a single edge that curves forward to become wider near the point, giving it a heavy cutting momentum that feels powerful in the hand. The hooked grip is fashioned like a silvery-blue moon with arms that reach upward along the blade in reverence for the moon. The light it gives gently grows as the moon nears its fullness.
Astromancy Archive
rare
SJ-DC-BEB-01 The Hunger
SJ-DC-BEB-01 The Hunger
Show
Horn of Silent Alarm
common
SJ-DC-BEB-01 The Hunger
SJ-DC-BEB-01 The Hunger
Show
Mithral Armor, Chainmail
uncommon
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
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.
Doom Cloak (Cloak of the Bat (w/ Minor Guardian property [+2 to initiative]
rare
SJ-DC-LNS-01 Spelljammer of the Damed
SJ-DC-LNS-01 Spelljammer of the Damed
Show
Notes:
Guardian, The item screeches ultrasonic echoes warning to its bearer, granting a +2 to Initiative if the bearer isn't incapacitated.
"This ruby red cloak shimmers in the light of the moon and reflects a blood red light in the sun"
Dragon Wing Bow, Longbow (Radiant)
rare
BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2
BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2
Show
Notes:
DRAGON WING BOW (RADIANT)
Weapon(longbow or shortbow)Rare
The wood of the bow glimmers, and when turned in the light every color of the rainbow shows up.
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Pipe of Smoke Monsters
common
BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2
BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2
Show
Notes:
Wondrous Item, Common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Dimensional Shackles
rare
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
Show
Notes:
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Rod of the Pact Keeper +2
rare
DDHC-KGV-11 - Affair on the Concordant Express
DDHC-KGV-11 - Affair on the Concordant Express
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Alchemical Compendium
rare
BMG-DRW-OD-03 Something on the Move
Trade Log
Show
Amulet of the Devout +2
rare
DDAL-DRW11 - Shadows in the Stacks
DDAL-DRW11 - Shadows in the Stacks
Show
Winged Boots
uncommon
CCC-SEA-01-02 - Oh, Not the Bees!
CCC-SEA-01-02 - Oh, Not the Bees!
Show
Notes:
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability or every 12 hours they aren't in use.
These boots appear to be made from hundreds of bees crawling over the wearer's feet. While flying, they make an extremely loud buzzing noise.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Potion of Healing (Superior) 5x | rare | DDHC-TYP Tales from the Yawning Portal, White Plume Mountain Session 2 | DDHC-TYP Tales from the Yawning Portal, White Plume Mountain Session 2 | Show | ||
Cloak of Count Rhodar Von Glauer (Cloak of the Bat) | rare | SJ-DC-DEW The Devil's Work | Trade Log | Show | ||
Silver Horn of Valhalla | rare | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | Show | ||
Notes:
Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. |
||||||
Wand of Magic Missiles | uncommon | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | Show | ||
Notes:
Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
||||||
Stormcaller's Embrace (Studded Armor +1), Guardian Property (+2 Initiative) | rare | SJ-DC-The Cosmic Revenant-06-Venomous Water Rising | Trade Log | Show | ||
Notes:
"Stormcaller's Embrace" - the studded leather armor +1, is adorned with motifs of lightning bolts and thunderclouds, and imbued with the essence of the storm. When the wearer moves, it crackles with electric energy, and its protective power is said to rival the force of a thunderstorm. Minor property Guardian +2 Initiative. |
||||||
Armor of Vulnerability (Slashing) | rare | DDHC-TYP White Plume Mountain | Trade Log | Show | ||
Staff of the Python | uncommon | CCC-GSP02-02 Stygia Untamed | CCC-GSP02-02 Stygia Untamed | Show | ||
Drone Control Rod (Staff of Swarming Insects) | rare | WBW-DC-LEGIT-SV-06 The Calamity Jar | WBW-DC-LEGIT-SV-06 The Calamity Jar | Show | ||
Notes:
Staff, rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) A steel rod tipped with a chunk of crystal computer. Hexagonal tracery lights up when it is activated. Additional Property - Harmonious. Attuning to this item takes only 1 minute. This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an Action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for Creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the Effect. |
||||||
Moon-Touched Shortsword | common | BMG-MOON-MD-06-Death Sailing | Trade Log | Show | ||
Notes:
Weapon (shortsword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item is found in the Dungeon Master’s Guide. This ornate falcata has a single edge that curves forward to become wider near the point, giving it a heavy cutting momentum that feels powerful in the hand. The hooked grip is fashioned like a silvery-blue moon with arms that reach upward along the blade in reverence for the moon. The light it gives gently grows as the moon nears its fullness. |
||||||
Astromancy Archive | rare | SJ-DC-BEB-01 The Hunger | SJ-DC-BEB-01 The Hunger | Show | ||
Horn of Silent Alarm | common | SJ-DC-BEB-01 The Hunger | SJ-DC-BEB-01 The Hunger | Show | ||
Mithral Armor, Chainmail | uncommon | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | 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. |
||||||
Doom Cloak (Cloak of the Bat (w/ Minor Guardian property [+2 to initiative] | rare | SJ-DC-LNS-01 Spelljammer of the Damed | SJ-DC-LNS-01 Spelljammer of the Damed | Show | ||
Notes:
Guardian, The item screeches ultrasonic echoes warning to its bearer, granting a +2 to Initiative if the bearer isn't incapacitated. "This ruby red cloak shimmers in the light of the moon and reflects a blood red light in the sun" |
||||||
Dragon Wing Bow, Longbow (Radiant) | rare | BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2 | BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2 | Show | ||
Notes:
DRAGON WING BOW (RADIANT) Weapon(longbow or shortbow)Rare The wood of the bow glimmers, and when turned in the light every color of the rainbow shows up. The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. |
||||||
Pipe of Smoke Monsters | common | BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2 | BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2 | Show | ||
Notes:
Wondrous Item, Common While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. |
||||||
Dimensional Shackles | rare | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | Show | ||
Notes:
Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. |
||||||
Rod of the Pact Keeper +2 | rare | DDHC-KGV-11 - Affair on the Concordant Express | DDHC-KGV-11 - Affair on the Concordant Express | Show | ||
Notes:
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
||||||
Alchemical Compendium | rare | BMG-DRW-OD-03 Something on the Move | Trade Log | Show | ||
Amulet of the Devout +2 | rare | DDAL-DRW11 - Shadows in the Stacks | DDAL-DRW11 - Shadows in the Stacks | Show | ||
Winged Boots | uncommon | CCC-SEA-01-02 - Oh, Not the Bees! | CCC-SEA-01-02 - Oh, Not the Bees! | Show | ||
Notes:
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability or every 12 hours they aren't in use. These boots appear to be made from hundreds of bees crawling over the wearer's feet. While flying, they make an extremely loud buzzing noise. |