Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Serpent Scale Armor
uncommon
Trade Log
Show
Shield, +2 (Yata Mirror)
rare
CCC-ANIME1-2
Trade Log
Show
Solbane (Sun Staff)
rare
PO-BMG-DRW-KS-04 - Beneath the Granite Peaks
PO-BMG-DRW-KS-04 - Beneath the Granite Peaks
Show
Notes:
Source: The Book of Many Things
Staff, rare (requires attunement by a Cleric, Druid, or Wizard)
Thalazar Sunbane's staff, Solbane, is crafted from dark, polished wood intricately carved with glowing runes and inlaid with golden veins. Veins of sunstone run through this wooden staff, adding to it's radiant allure. The head features a large, pulsing sunstone surrounded by translucent solar flares and dark metal tendrils, with hanging charms and embedded gems highlighting its blend of solar brilliance and necromantic power.
Veins of sunstone run through this wooden staff. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using this staff, the target takes an extra 1d8 fire damage.
Solar Focus. You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your proficiency bonus when you use a spell slot to cast a spell that deals fire or radiant damage. You must use the new rolls. Once this property is used, it can’t be used again until the next dawn.
Sunny Glow. As a bonus action, you can cause the staff to glow with sunlight. While glowing, the staff sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use another bonus action to extinguish it.
Spirit Spear (Spear of Warning)
uncommon
PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir
PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir
Show
Notes:
The blade of this spear is made from the long claws of an ice troll. Its shaft is made of Rashemi ash. It is believed that the spirits of Rashemen themselves warn the wielder of this weapon when danger is near.
Stout (+2 Longsword)
rare
CCC-GHC-BK1-5 For the Glory of Bloutar!
CCC-GHC-BK1-5 For the Glory of Bloutar!
Show
Notes:
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
Talking Doll
common
CCC-SEA-01-01 All Good Dead Men
CCC-SEA-01-01 All Good Dead Men
Show
Notes:
Talking Doll
Wondrous Item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. The doll's phrases are lost when your attunement to the doll ends. This item can be found in Xanathar’s Guide to Everything.
This stuffed doll of a princely triton looks a little… chewed upon, but is otherwise none the worse for wear. When found, the doll repeats the phrase "I am Captain Prince Glip Glop of the Respectable House of Glop, Third of his Name, and Ambassador to the Material Plane!" when someone within 5 feet of the dolls says, “What is your name?”
Talking Doll (Big Bunny)
common
SJ-DC-ZODIAC-14-03 - Herald of War
SJ-DC-ZODIAC-14-03 - Herald of War
Show
The Mind Fortress (Ring of Mind Shielding)
uncommon
CCC-GHC-BK2-06-Eye of Darkness, Heart of Light)
CCC-GHC-BK2-06-Eye of Darkness, Heart of Light)
Show
Notes:
The Mind Fortress (Ring of Mind Shielding) -- uncommon, attunement
The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state.
The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.
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.
Vicious Greataxe
rare
DDHC-KGV Affair on the Concordant Express
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
Wakened Scaled Ornament (White Dragon Tooth Amulet)
very_rare
PO-BMG-DRWEP-KS-01 The Siege of Mulsantir
Trade Log
Show
Notes:
Wakened Scaled Ornament (White Dragon Tooth Amulet) Wondrous Item, Very Rare (Requires Attunement) This ornament comes from the White Dragon Lodge, one of the oldest and largest berserker lodges in Rashemen. This white dragon’s tooth has been fitted onto a necklace and remains razor sharp. This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes. You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn. This item cannot gain or lose power or change states unless a story award allows it to and describes how it happens.
Wand of Magic Missiles
uncommon
DDHC-KGV-Affair on the Concordant Express
DDHC-KGV-Affair on the Concordant Express
Show
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Serpent Scale Armor | uncommon | Trade Log | Show | |||
Shield, +2 (Yata Mirror) | rare | CCC-ANIME1-2 | Trade Log | Show | ||
Solbane (Sun Staff) | rare | PO-BMG-DRW-KS-04 - Beneath the Granite Peaks | PO-BMG-DRW-KS-04 - Beneath the Granite Peaks | Show | ||
Notes:
Source: The Book of Many Things Staff, rare (requires attunement by a Cleric, Druid, or Wizard) Thalazar Sunbane's staff, Solbane, is crafted from dark, polished wood intricately carved with glowing runes and inlaid with golden veins. Veins of sunstone run through this wooden staff, adding to it's radiant allure. The head features a large, pulsing sunstone surrounded by translucent solar flares and dark metal tendrils, with hanging charms and embedded gems highlighting its blend of solar brilliance and necromantic power. Veins of sunstone run through this wooden staff. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack roll using this staff, the target takes an extra 1d8 fire damage. Solar Focus. You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your proficiency bonus when you use a spell slot to cast a spell that deals fire or radiant damage. You must use the new rolls. Once this property is used, it can’t be used again until the next dawn. Sunny Glow. As a bonus action, you can cause the staff to glow with sunlight. While glowing, the staff sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use another bonus action to extinguish it. |
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Spirit Spear (Spear of Warning) | uncommon | PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir | PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir | Show | ||
Notes:
The blade of this spear is made from the long claws of an ice troll. Its shaft is made of Rashemi ash. It is believed that the spirits of Rashemen themselves warn the wielder of this weapon when danger is near. |
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Stout (+2 Longsword) | rare | CCC-GHC-BK1-5 For the Glory of Bloutar! | CCC-GHC-BK1-5 For the Glory of Bloutar! | Show | ||
Notes:
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty. |
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Talking Doll | common | CCC-SEA-01-01 All Good Dead Men | CCC-SEA-01-01 All Good Dead Men | Show | ||
Notes:
Talking Doll While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. The doll's phrases are lost when your attunement to the doll ends. This item can be found in Xanathar’s Guide to Everything. This stuffed doll of a princely triton looks a little… chewed upon, but is otherwise none the worse for wear. When found, the doll repeats the phrase "I am Captain Prince Glip Glop of the Respectable House of Glop, Third of his Name, and Ambassador to the Material Plane!" when someone within 5 feet of the dolls says, “What is your name?” |
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Talking Doll (Big Bunny) | common | SJ-DC-ZODIAC-14-03 - Herald of War | SJ-DC-ZODIAC-14-03 - Herald of War | Show | ||
The Mind Fortress (Ring of Mind Shielding) | uncommon | CCC-GHC-BK2-06-Eye of Darkness, Heart of Light) | CCC-GHC-BK2-06-Eye of Darkness, Heart of Light) | Show | ||
Notes:
The Mind Fortress (Ring of Mind Shielding) -- uncommon, attunement The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item. The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use. |
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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. |
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Vicious Greataxe | rare | DDHC-KGV Affair on the Concordant Express | 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 |
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Wakened Scaled Ornament (White Dragon Tooth Amulet) | very_rare | PO-BMG-DRWEP-KS-01 The Siege of Mulsantir | Trade Log | Show | ||
Notes:
Wakened Scaled Ornament (White Dragon Tooth Amulet) Wondrous Item, Very Rare (Requires Attunement) This ornament comes from the White Dragon Lodge, one of the oldest and largest berserker lodges in Rashemen. This white dragon’s tooth has been fitted onto a necklace and remains razor sharp. This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes. You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn. This item cannot gain or lose power or change states unless a story award allows it to and describes how it happens. |
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Wand of Magic Missiles | uncommon | DDHC-KGV-Affair on the Concordant Express | DDHC-KGV-Affair on the Concordant Express | Show |