Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Atlas of Endless Horizons
rare
DRWEP-OD-03 The Undead in Our Closets
DRWEP-OD-03 The Undead in Our Closets
Show
Piper's Guzheng (Instrument of the Bards, Anstruth Harp)
very_rare
SJ-DC-Zodiac-14-01-Fortune's Favor
SJ-DC-Zodiac-14-01-Fortune's Favor
Show
Notes:
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play Anstruth Harp to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (level 5), Ice Storm, and Wall of Thorns. Once the Anstruth Harp has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Talking Doll (Big Bunny)
common
SJ-DC-ZODIAC-14-03 - Herald of War
SJ-DC-ZODIAC-14-03 - Herald of War
Show
Unbreakable Arrow (Compass Minor Property)
common
PO-BMG-DRWEP-END Endgame: Horrors from Beyond
PO-BMG-DRWEP-END Endgame: Horrors from Beyond
Show
Notes:
Ammunition (arrow), Common
This arrow was retrieved from the Battle of Almorel in the Endless Wastes. Its proximity to the aberrant hordes that spewed forth from the Infinite Staircase has caused it to behave abnormally. It is limp, like an overcooked noodle, until someone grasps it; at that point it takes on the physical characteristics of a traditional wooden arrow. If it is placed on the ground for a few moments, it wriggles about until the arrowhead is pointed north.
This arrow can’t be broken, except when it is within an antimagic field.
Compass. The wielder can use an action to learn which way is north.
Familiar’s Rapier (Frost Brand Rapier)
very_rare
SJ-DC-ZODIAC-14-03 - Herald of War
SJ-DC-ZODIAC-14-03 - Herald of War
Show
Herder’s Horn (Horn of Silent Alarm)
common
SJ-DC-Zodiac-14-02-Fey Inferno
SJ-DC-Zodiac-14-02-Fey Inferno
Show
Notes:
Minor Property: Language. The bearer can speak and understand Giant as well as understand the language of ox and other bovines while the item is on the bearer’s person.
Absorbing Tattoo, Fire. (Flame Mark) Guardian Property
very_rare
SJ-DC-Zodiac-14-02-Fey Inferno
SJ-DC-Zodiac-14-02-Fey Inferno
Show
Notes:
Flavor: Produced by a special needle, this magic tattoo features red designs.
“A dark flame ink writes and shimmer”
Minor Property: Guardian. The item burns a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Crystal Blade (Greatsword)
rare
PO-BMG-DRWEP-END Endgame: Horrors from Beyond
PO-BMG-DRWEP-END Endgame: Horrors from Beyond
Show
Notes:
Weapon (greatsword), Rare (requires attunement)
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.
This item is from Fizban’s Treasury of Dragons.
Crown of Whirling Comets
very_rare
PO-BMG-DRWEP-END Endgame: Horrors from Beyond
PO-BMG-DRWEP-END Endgame: Horrors from Beyond
Show
Notes:
Wondrous Item, Very Rare (requires attunement)
This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara’s points detach and closely orbit your head. The crown has 6 charges for the following properties, which you can use while wearing the crown:
Star Flight. As a bonus action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight.
Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you can see them. The bolts automatically strike their targets, and each bolt deals 2d4 cold damage.
Whirling Hail. As an action, you can spend 3 charges and cast the ice storm spell (save DC 16).
The crown regains 1d6 expended charges daily at dawn. This item is from The Book of Many Things.
Giant Slayer Shortsword
rare
DDHC-Descent Into The Lost Caverns of Tsojcanth
DDHC-Descent Into The Lost Caverns of Tsojcanth
Show
Belt of Fire Giant Strength
very_rare
Trade Log
Show
Adamantine Half-Plate
uncommon
DDHC-TOA
Trade Log
Show
Wakened Dragon's Wrath Glaive (Radiant)
very_rare
PO-BMG-DRW-KS-The Ruins of Ancient Raumathar
PO-BMG-DRW-KS-The Ruins of Ancient Raumathar
Show
Notes:
Weapon (Crystal,Glave), very rare (requires attunement)
This glittering crystal glaive makes an enjoyable crystal bell sound when it clashes with another object. Great with wedding toasts.
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon's breath weapon.
As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 Radiant damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.
Modifiers: Melee Attacks +2, Melee Damage +2
Secondary Damage: 2d6
This item cannot gain or lose power or change states
Wand of Magic Missiles
uncommon
DDHC-KGV-Affair on the Concordant Express
DDHC-KGV-Affair on the Concordant Express
Show
Folding Boat
rare
DDHC-Descent Into The Lost Caverns of Tsojcanth
DDHC-Descent Into The Lost Caverns of Tsojcanth
Show
Demon Skin, Plate
rare
DDHC-Descent Into The Lost Caverns of Tsojcanth
DDHC-Descent Into The Lost Caverns of Tsojcanth
Show
Notes:
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv’s Horn
rare
DDHC-Descent Into The Lost Caverns of Tsojcanth
DDHC-Descent Into The Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, rare (requires attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Hellrider's Badge - Klysandral's Champion
rare
DDEP09-02 Hellfire Requiem
DDEP09-02 Hellfire Requiem
Show
Notes:
Wondrous Item, rare (requires attunement by someone designated by Duke Ulder Ravengard) A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders. While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended. As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself. Special If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol of Torm if needed. Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem.
Belt of Hill Giant Strength
rare
Trade Log
Show
Periapt of Proof against Poison
rare
DDHC-KGV-07 - Axe From the Grave
DDHC-KGV-07 - Axe From the Grave
Show
Notes:
Wondrous Item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Notes: Immunity: Poison, Immunity: Poisoned, Warding, Jewelry
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Atlas of Endless Horizons | rare | DRWEP-OD-03 The Undead in Our Closets | DRWEP-OD-03 The Undead in Our Closets | Show | ||
| Piper's Guzheng (Instrument of the Bards, Anstruth Harp) | very_rare | SJ-DC-Zodiac-14-01-Fortune's Favor | SJ-DC-Zodiac-14-01-Fortune's Favor | Show | ||
|
Notes:
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play Anstruth Harp to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (level 5), Ice Storm, and Wall of Thorns. Once the Anstruth Harp has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. |
||||||
| Talking Doll (Big Bunny) | common | SJ-DC-ZODIAC-14-03 - Herald of War | SJ-DC-ZODIAC-14-03 - Herald of War | Show | ||
| Unbreakable Arrow (Compass Minor Property) | common | PO-BMG-DRWEP-END Endgame: Horrors from Beyond | PO-BMG-DRWEP-END Endgame: Horrors from Beyond | Show | ||
|
Notes:
Ammunition (arrow), Common This arrow was retrieved from the Battle of Almorel in the Endless Wastes. Its proximity to the aberrant hordes that spewed forth from the Infinite Staircase has caused it to behave abnormally. It is limp, like an overcooked noodle, until someone grasps it; at that point it takes on the physical characteristics of a traditional wooden arrow. If it is placed on the ground for a few moments, it wriggles about until the arrowhead is pointed north. This arrow can’t be broken, except when it is within an antimagic field. Compass. The wielder can use an action to learn which way is north. |
||||||
| Familiar’s Rapier (Frost Brand Rapier) | very_rare | SJ-DC-ZODIAC-14-03 - Herald of War | SJ-DC-ZODIAC-14-03 - Herald of War | Show | ||
| Herder’s Horn (Horn of Silent Alarm) | common | SJ-DC-Zodiac-14-02-Fey Inferno | SJ-DC-Zodiac-14-02-Fey Inferno | Show | ||
|
Notes:
Minor Property: Language. The bearer can speak and understand Giant as well as understand the language of ox and other bovines while the item is on the bearer’s person. |
||||||
| Absorbing Tattoo, Fire. (Flame Mark) Guardian Property | very_rare | SJ-DC-Zodiac-14-02-Fey Inferno | SJ-DC-Zodiac-14-02-Fey Inferno | Show | ||
|
Notes:
Flavor: Produced by a special needle, this magic tattoo features red designs. |
||||||
| Crystal Blade (Greatsword) | rare | PO-BMG-DRWEP-END Endgame: Horrors from Beyond | PO-BMG-DRWEP-END Endgame: Horrors from Beyond | Show | ||
|
Notes:
Weapon (greatsword), Rare (requires attunement) 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. This item is from Fizban’s Treasury of Dragons. |
||||||
| Crown of Whirling Comets | very_rare | PO-BMG-DRWEP-END Endgame: Horrors from Beyond | PO-BMG-DRWEP-END Endgame: Horrors from Beyond | Show | ||
|
Notes:
Wondrous Item, Very Rare (requires attunement) This delicate silver tiara is decorated with stellar iconography. While you wear the crown, the gems on the tiara’s points detach and closely orbit your head. The crown has 6 charges for the following properties, which you can use while wearing the crown: Star Flight. As a bonus action, you can spend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight. Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid starlight. You launch a number of bolts equal to the number of charges spent, and you can direct the bolts to target one creature or several, so long as all creatures are within 120 feet of you and you can see them. The bolts automatically strike their targets, and each bolt deals 2d4 cold damage. Whirling Hail. As an action, you can spend 3 charges and cast the ice storm spell (save DC 16). The crown regains 1d6 expended charges daily at dawn. This item is from The Book of Many Things. |
||||||
| Giant Slayer Shortsword | rare | DDHC-Descent Into The Lost Caverns of Tsojcanth | DDHC-Descent Into The Lost Caverns of Tsojcanth | Show | ||
| Belt of Fire Giant Strength | very_rare | Trade Log | Show | |||
| Adamantine Half-Plate | uncommon | DDHC-TOA | Trade Log | Show | ||
| Wakened Dragon's Wrath Glaive (Radiant) | very_rare | PO-BMG-DRW-KS-The Ruins of Ancient Raumathar | PO-BMG-DRW-KS-The Ruins of Ancient Raumathar | Show | ||
|
Notes:
Weapon (Crystal,Glave), very rare (requires attunement) This glittering crystal glaive makes an enjoyable crystal bell sound when it clashes with another object. Great with wedding toasts. This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon's breath weapon. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 Radiant damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn. Modifiers: Melee Attacks +2, Melee Damage +2 This item cannot gain or lose power or change states |
||||||
| Wand of Magic Missiles | uncommon | DDHC-KGV-Affair on the Concordant Express | DDHC-KGV-Affair on the Concordant Express | Show | ||
| Folding Boat | rare | DDHC-Descent Into The Lost Caverns of Tsojcanth | DDHC-Descent Into The Lost Caverns of Tsojcanth | Show | ||
| Demon Skin, Plate | rare | DDHC-Descent Into The Lost Caverns of Tsojcanth | DDHC-Descent Into The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Armor (Any Heavy Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. |
||||||
| Iggwilv’s Horn | rare | DDHC-Descent Into The Lost Caverns of Tsojcanth | DDHC-Descent Into The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. |
||||||
| Hellrider's Badge - Klysandral's Champion | rare | DDEP09-02 Hellfire Requiem | DDEP09-02 Hellfire Requiem | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement by someone designated by Duke Ulder Ravengard) A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders. While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended. As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself. Special If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol of Torm if needed. Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem. |
||||||
| Belt of Hill Giant Strength | rare | Trade Log | Show | |||
| Periapt of Proof against Poison | rare | DDHC-KGV-07 - Axe From the Grave | DDHC-KGV-07 - Axe From the Grave | Show | ||
|
Notes:
Wondrous Item, rare Notes: Immunity: Poison, Immunity: Poisoned, Warding, Jewelry |
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