Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
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.

Boots of Elvenkind uncommon DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level Show
Cloak of Elven Kind uncommon DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level Show
Pipe of the Sewers uncommon DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level Show
Arrow +1 (20) uncommon DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level Show
Arrow of Slaying (Giant) very_rare DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level Show
Tentacle Rod rare DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level Show
Headsman's Axe very_rare DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level DDHC-TYP Tales from the Yawning Portal, Against the Giants Hall of the Fire Giant King Second Level Show
Notes:

Headsman’s axe
Weapon (greataxe), very rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
The headsman's axe is a weapon that can be employed only by a creature at least as strong (Str 25 or higher) and massive (Huge size) as he is. It deals 3d12 slashing damage on a hit (plus Strength and Magic bonus).

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
Dragonslayer Shortsword 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
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.

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
Spell Scroll Spirit Shroud uncommon Xanathar's Guide to Everything Purchase Log Show
Pot of Awakening common BMG-MOON-MD-08 Down The Rabbit Hole BMG-MOON-MD-08 Down The Rabbit Hole Show
Notes:

Wondrous item, common

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. This item is found in Xanathar’s Guide to Everything.

There is a twisted weed in this small Amnian vase.

Spell Scroll Spirit Shroud uncommon Xanathar's Guide to Everything Purchase Log Show
Hat of Wizardry common BMG-DRW-OD-09 - Sschindylryn, the City of Portals BMG-DRW-OD-09 - Sschindylryn, the City of Portals Show
Notes:

Wondrous item, common

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
• You can use the hat as a spellcasting focus for your wizard spells.
• You can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the
action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Manual of Gainful Exercise very_rare Trade Log Show
War Horn of Valor rare DWB Discord Trading Post Trade Log Show
Bapar Ghalmrin's Imperishable Ark (Chest of Preserving) common FR-DC-LIGA 01 Wyrmwell Flame FR-DC-LIGA 01 Wyrmwell Flame Show
Notes:

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This copper-plated chest has gold stripes and a magical painting of dwarves feasting in a hall. When the chest is empty of food, the dwarves look sad. When the chest is full of food, the dwarves smile happily. Interestingly, this chest never gets dirty.

Unlocked Magic Items