Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Whip +2
rare
DDHC-TYP Tales from the Yawning Portal, Against the Giants, Final Floor
DDHC-TYP Tales from the Yawning Portal, Against the Giants, Final Floor
Show
Studded Leather +2
very_rare
DDHC-TYP Tales from the Yawning Portal, Against the Giants, Final Floor
DDHC-TYP Tales from the Yawning Portal, Against the Giants, Final Floor
Show
Stone of Controlling Earth Elementals
rare
DDHC-JRC-06 - Gold for Fools and Princes
DDHC-JRC-06 - Gold for Fools and Princes
Show
Tasha's Creeping Keelboat
very_rare
DDHC-Descent Into The Lost Caverns of Tsojcanth
Trade Log
Show
Charlatan’s Die
common
DDEP10-01 Terror in Ten Towns
Trade Log
Show
Notes:
Wondrous item, common (requires attunement) This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls. Whenever you roll this six-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.
Potion of Healing (Surpeme)
very_rare
DDEP05-02 The Ark of the Mountains
DDEP05-02 The Ark of the Mountains
Show
Animated Shield
very_rare
DDEP05-02 The Ark of the Mountains
DDEP05-02 The Ark of the Mountains
Show
Notes:
Requires Attunement
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
The enormous shield is etched with images of Annam the All-Father holding court over the gods of the “lesser races”. While you’re attuned to the shield, you cannot tell lies.
Wyrmripper (Dragon Slayer Greatsword)
rare
DDEP05-01 The Iron Baron
Trade Log
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. This item can be found in the Dungeon Master’s Guide. Made of what appears to be roughly crafted pig iron with a crude leather haft, this enormous greatsword possesses a bold Davek rune at the base of both sides of the blade which reads “Wyrmripper”.
Belt of Fire Giant Strength
very_rare
DDEP03-Blood Above, Blood Below (tier 3) EPIC
DDEP03-Blood Above, Blood Below (tier 3) EPIC
Show
Notes:
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth-it is made of the tanned hides of drow. A description of this item can be found in the Dungeon Master's Guide.
Figurine of Wondrous Power (Obsidian Steed) (Tenebrax)
very_rare
DDEP00-01 The Red War Tier 3
Trade Log
Show
Notes:
Wondrous Item, Major, Very Rare Table H, Tier 3-4, 20 TCP 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. Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. This 6-inch tall figurine is crudely crafted of obsidian with tiny ruby chips for eyes. The command word, “Tenebrax”, is scratched in Infernal along the figure’s belly.
Spell Scroll Contact Other Plane
rare
DDAL10-10 Burying the Past
DDAL10-10 Burying the Past
Show
Scroll of Legend Lore
rare
DDAL10-10 Burying the Past
DDAL10-10 Burying the Past
Show
Clockwork Amulet
common
DDAL10-10 Burying the Past
DDAL10-10 Burying the Past
Show
Potion of Speed
very_rare
DDAL08-11 Poisoned Words
DDAL08-11 Poisoned Words (part1)
Show
Potion of Vitality
very_rare
DDAL08-11 Poisoned Words
DDAL08-11 Poisoned Words (part1)
Show
Potion of Heroism
rare
DDAL08-09 Fangs and Frogs
DDAL08-09 Fangs and Frogs
Show
Headband of Intellect
uncommon
DDAL05-16 Parnast Under Siege
3
Trade Log
Show
Notes:
EPIC at Reroll Tavern
Pennant of the Vind Rune
very_rare
DDAL05-15 Reclamation
Trade Log
Show
Notes:
Requires attunement. This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it’s on your person. Wind Step: As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. Comforting Wind: You can’t suffocate. Winds Grasp: As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest. Wind Walker: While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Wind: You can transfer the pennant's magic to a nonmagical item—a suit of armor, a pair of boots, or a cloak—by tracing the vind 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 pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Armor: The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so. Boots/Cloak: The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.
Manual of Quickness and Action
very_rare
CCC-BMG-37 HULB 3-1 Weakness of Rock
Trade Log
Show
Sanctum Amulet
very_rare
BMG Trading Post
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement)
A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.
While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Whip +2 | rare | DDHC-TYP Tales from the Yawning Portal, Against the Giants, Final Floor | DDHC-TYP Tales from the Yawning Portal, Against the Giants, Final Floor | Show | ||
Studded Leather +2 | very_rare | DDHC-TYP Tales from the Yawning Portal, Against the Giants, Final Floor | DDHC-TYP Tales from the Yawning Portal, Against the Giants, Final Floor | Show | ||
Stone of Controlling Earth Elementals | rare | DDHC-JRC-06 - Gold for Fools and Princes | DDHC-JRC-06 - Gold for Fools and Princes | Show | ||
Tasha's Creeping Keelboat | very_rare | DDHC-Descent Into The Lost Caverns of Tsojcanth | Trade Log | Show | ||
Charlatan’s Die | common | DDEP10-01 Terror in Ten Towns | Trade Log | Show | ||
Notes:
Wondrous item, common (requires attunement) This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls. Whenever you roll this six-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people. |
||||||
Potion of Healing (Surpeme) | very_rare | DDEP05-02 The Ark of the Mountains | DDEP05-02 The Ark of the Mountains | Show | ||
Animated Shield | very_rare | DDEP05-02 The Ark of the Mountains | DDEP05-02 The Ark of the Mountains | Show | ||
Notes:
Requires Attunement While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. The enormous shield is etched with images of Annam the All-Father holding court over the gods of the “lesser races”. While you’re attuned to the shield, you cannot tell lies. |
||||||
Wyrmripper (Dragon Slayer Greatsword) | rare | DDEP05-01 The Iron Baron | Trade Log | Show | ||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. This item can be found in the Dungeon Master’s Guide. Made of what appears to be roughly crafted pig iron with a crude leather haft, this enormous greatsword possesses a bold Davek rune at the base of both sides of the blade which reads “Wyrmripper”. |
||||||
Belt of Fire Giant Strength | very_rare | DDEP03-Blood Above, Blood Below (tier 3) EPIC | DDEP03-Blood Above, Blood Below (tier 3) EPIC | Show | ||
Notes:
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth-it is made of the tanned hides of drow. A description of this item can be found in the Dungeon Master's Guide. |
||||||
Figurine of Wondrous Power (Obsidian Steed) (Tenebrax) | very_rare | DDEP00-01 The Red War Tier 3 | Trade Log | Show | ||
Notes:
Wondrous Item, Major, Very Rare Table H, Tier 3-4, 20 TCP 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. Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. This 6-inch tall figurine is crudely crafted of obsidian with tiny ruby chips for eyes. The command word, “Tenebrax”, is scratched in Infernal along the figure’s belly. |
||||||
Spell Scroll Contact Other Plane | rare | DDAL10-10 Burying the Past | DDAL10-10 Burying the Past | Show | ||
Scroll of Legend Lore | rare | DDAL10-10 Burying the Past | DDAL10-10 Burying the Past | Show | ||
Clockwork Amulet | common | DDAL10-10 Burying the Past | DDAL10-10 Burying the Past | Show | ||
Potion of Speed | very_rare | DDAL08-11 Poisoned Words | DDAL08-11 Poisoned Words (part1) | Show | ||
Potion of Vitality | very_rare | DDAL08-11 Poisoned Words | DDAL08-11 Poisoned Words (part1) | Show | ||
Potion of Heroism | rare | DDAL08-09 Fangs and Frogs | DDAL08-09 Fangs and Frogs | Show | ||
Headband of Intellect | uncommon | DDAL05-16 Parnast Under Siege | 3 | Trade Log | Show | |
Notes:
EPIC at Reroll Tavern |
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Pennant of the Vind Rune | very_rare | DDAL05-15 Reclamation | Trade Log | Show | ||
Notes:
Requires attunement. This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it’s on your person. Wind Step: As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. Comforting Wind: You can’t suffocate. Winds Grasp: As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest. Wind Walker: While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Wind: You can transfer the pennant's magic to a nonmagical item—a suit of armor, a pair of boots, or a cloak—by tracing the vind 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 pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Armor: The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so. Boots/Cloak: The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest. |
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Manual of Quickness and Action | very_rare | CCC-BMG-37 HULB 3-1 Weakness of Rock | Trade Log | Show | ||
Sanctum Amulet | very_rare | BMG Trading Post | Trade Log | Show | ||
Notes:
Wondrous item, very rare (requires attunement) While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action. Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point. Once the rune has been invoked, it can’t be invoked again until the next dawn. |