Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

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

All Purpose Tool, +3 very_rare DRWEP-OD-03 The Undead in Our Closets DRWEP-OD-03 The Undead in Our Closets Show
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
Heartscale (Amethyst Lodestone, Language Draconic) very_rare WBW-DC-ZODIAC-05 - Fey With The Dragon Tattoo Trade Log Show
Belt of Fire Giant Strength very_rare Trade Log Show
Forcebreaker Sling very_rare PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls Show
Notes:

Weapon (Sling), Very Rare
Proficient:

Yes

Attack Type:

Ranged

Range:

30ft./120ft.

Damage:

1d4

Damage Type:

Bludgeoning

Weight:

--

Cost:

--

Properties:

Ammunition, Range, Slow

Source:

The Book of Many Things, pg. 67

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.

Half Plate, +2 very_rare Trade Log Show
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.

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.

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.

Animated Shield very_rare DDEP08-03 Last Orders at the Yawning DDEP08-03 Last Orders at the Yawning Show
Notes:

Armor (Shield), Very Rare (Requires Attunement)

While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

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.

Folding Boat rare DDHC-Descent Into The Lost Caverns of Tsojcanth DDHC-Descent Into The Lost Caverns of Tsojcanth Show
Butcher's Bib rare BMG-DRWEP-OD-02 The Burning of Aglarond BMG-DRWEP-OD-02 The Burning of Aglarond Show
Notes:

This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:

Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon’s damage dice. If you do so, you must use the second total.
Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.

Giant Slayer Shortsword rare DDHC-Descent Into The Lost Caverns of Tsojcanth DDHC-Descent Into The Lost Caverns of Tsojcanth Show
Horn of Valhalla (Silver) rare DDHC-KGV-Affair on the Concordant Express DDHC-KGV-Affair on the Concordant Express Show
Dragon Wing Longbow (Radiant) rare BMG-DRWEP-OD-02 The Burning of Aglarond BMG-DRWEP-OD-02 The Burning of Aglarond Show
Notes:

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.

Lash of Immolation rare PO-BMG-DRW-KS-03 The Monoliths at Sunrise PO-BMG-DRW-KS-03 The Monoliths at Sunrise Show
Notes:

Weapon (Whip), Rare

The handle knot is inscribed with an old Raumviran saying. Translated, it reads: "Kindle not the flames of strife, let peace prevail through all life." The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.

You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target.

Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip’s rune. Doing so increases the extra fire damage dealt by the whip to 2d6.

Once the rune has been invoked, it can’t be invoked again until the next dawn.

Crystal Rapier rare BMG-DRW-OD-05 - Now We've Done It! Trade Log Show
Notes:

Weapon (rapier), rare (requires attunement) The hilt of this rapier is made of exquisite dark wood, carved with a Thayan inscription that translates to “do not forget who you are”. 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.

Unlocked Magic Items