Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Spellguard Shield
very_rare
DDEP07-02 Drums of the Dead
Trade Log
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Amulet of Health
rare
Acquired from FB AL trading Group on Asunars
Trade Log
Show
Notes:
DDHC-TOTYP-chapter White Plume Mountain
War Horn of Valor
rare
Trade Log
Show
Viper's Bite (Crossbow Hand, +2) Minor Guardian
rare
Trade Log
Show
Notes:
VIPER’S BITE (+2 HAND CROSSBOW) Guardian (Minor Property). The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Mahaxara, captain of Bral’s royal guard, favours this sleek and deadly hand crossbow. It is shaped like two intertwined snakes, etched along the stock and barrel. The crossbow’s limbs protrude from each snake’s head, resembling the viper’s deadly fangs.
Giant Slayer Greatsword
rare
DDEP05-02 The Ark of the Mountains
Trade Log
Show
Notes:
Weapon (greatsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage: Additional, Prone, Damage, Combat, Heavy, Two-Handed
Half-Plate, +1
rare
DWB Discord AL Trading Post
Trade Log
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Notes:
The edges of this armor appear red hot, as though freshly forged.
Banner of the Krig Rune
rare
Acquired from FB AL trading group,
Trade Log
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Wand of Wonder
rare
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
d100 Effect
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Robe of Eyes
rare
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
Show
Notes:
Wondrous item, rare (requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Potion of Healing (Superior)
rare
Xanathars Guide to Everything
Purchase Log
Show
Potion of Healing (Superior)
rare
Purchase Log
Show
Rod of Rulership
rare
DDHC-DMM
Trade Log
Show
Spell Scroll of Find Greater Steed
rare
DWB Discord AL Trading Post
Purchase Log
Show
Spell Scroll of Find Greater Steed
rare
DWB Discord AL Trading Post
Purchase Log
Show
Spell Scroll of Find Greater Steed
rare
DWB Discord AL Trading Post
Purchase Log
Show
Potion of Healing (Superior)
rare
Xanathar's Guide
Purchase Log
Show
Bracers of Defense
rare
BMG-DRW-OD-01
Trade Log
Show
Potion of Healing (Superior)
rare
Xanathar's Guide to Everything
Purchase Log
Show
Mantel of Deziwai (Mantle of Spell Resistance)
rare
DDEP-02 Stardock Under Siege (Tier 3)
DDEP-02 Stardock Under Siege (Tier 3)
Show
Notes:
Wondrous item, rare (requires attunement).
You have advantage on saving throws against spells while you wear this cloak.
Chime of Opening
rare
DDEP-02 Stardock Under Siege (Tier 3)
DDEP-02 Stardock Under Siege (Tier 3)
Show
Notes:
Wondrous item, rare.
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Spellguard Shield | very_rare | DDEP07-02 Drums of the Dead | Trade Log | Show | ||
Amulet of Health | rare | Acquired from FB AL trading Group on Asunars | Trade Log | Show | ||
Notes:
DDHC-TOTYP-chapter White Plume Mountain |
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War Horn of Valor | rare | Trade Log | Show | |||
Viper's Bite (Crossbow Hand, +2) Minor Guardian | rare | Trade Log | Show | |||
Notes:
VIPER’S BITE (+2 HAND CROSSBOW) Guardian (Minor Property). The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Mahaxara, captain of Bral’s royal guard, favours this sleek and deadly hand crossbow. It is shaped like two intertwined snakes, etched along the stock and barrel. The crossbow’s limbs protrude from each snake’s head, resembling the viper’s deadly fangs. |
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Giant Slayer Greatsword | rare | DDEP05-02 The Ark of the Mountains | Trade Log | Show | ||
Notes:
Weapon (greatsword), rare When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Half-Plate, +1 | rare | DWB Discord AL Trading Post | Trade Log | Show | ||
Notes:
The edges of this armor appear red hot, as though freshly forged. |
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Banner of the Krig Rune | rare | Acquired from FB AL trading group, | Trade Log | Show | ||
Wand of Wonder | rare | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. d100 Effect |
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Robe of Eyes | rare | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | Show | ||
Notes:
Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. |
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Potion of Healing (Superior) | rare | Xanathars Guide to Everything | Purchase Log | Show | ||
Potion of Healing (Superior) | rare | Purchase Log | Show | |||
Rod of Rulership | rare | DDHC-DMM | Trade Log | Show | ||
Spell Scroll of Find Greater Steed | rare | DWB Discord AL Trading Post | Purchase Log | Show | ||
Spell Scroll of Find Greater Steed | rare | DWB Discord AL Trading Post | Purchase Log | Show | ||
Spell Scroll of Find Greater Steed | rare | DWB Discord AL Trading Post | Purchase Log | Show | ||
Potion of Healing (Superior) | rare | Xanathar's Guide | Purchase Log | Show | ||
Bracers of Defense | rare | BMG-DRW-OD-01 | Trade Log | Show | ||
Potion of Healing (Superior) | rare | Xanathar's Guide to Everything | Purchase Log | Show | ||
Mantel of Deziwai (Mantle of Spell Resistance) | rare | DDEP-02 Stardock Under Siege (Tier 3) | DDEP-02 Stardock Under Siege (Tier 3) | Show | ||
Notes:
Wondrous item, rare (requires attunement). You have advantage on saving throws against spells while you wear this cloak. |
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Chime of Opening | rare | DDEP-02 Stardock Under Siege (Tier 3) | DDEP-02 Stardock Under Siege (Tier 3) | Show | ||
Notes:
Wondrous item, rare. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless |