Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Tyr's Blessing of Luck
uncommon
CCC-BMG-24 PHLAN 2-3 The Royal "We"
CCC-BMG-24 PHLAN 2-3 The Royal "We"
Show
Notes:
Blessing, uncommon (requires attunement)
This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens of Phlan in the face of great peril to your own well-being. You gain a +1 bonus to ability checks and saving throws. This blessing may be refused. If accepted, it requires an attunement slot.
This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy. This blessing is not tradeable, and if refused or unattuned, it may not be regained.
Capacitor Wand (Wand of Pyrotechnics)
common
WBW-DC-LEGIT-SV-06 The Calamity Jar
Trade Log
Show
Notes:
Wand, common Pyrotechnics doesn't seem to be what this strange metal component is meant for, but it serves just fine. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed.
Hat of Wizardry
common
BMG-DRW-OD-09 - Sschindylryn, the City of Portals
BMG-DRW-OD-09 - Sschindylryn, the City of Portals
Show
Wakened Dragon-Touched Focus (Chromatic)
very_rare
BMG-DRW-OD-09 - Sschindylryn, the City of Portals
BMG-DRW-OD-09 - Sschindylryn, the City of Portals
Show
Atlas of Endless Horizons
rare
BMG-DRWEP-OD-03 The Undead in Our Closets
BMG-DRWEP-OD-03 The Undead in Our Closets
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard) This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. • When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Spell Scroll Death Ward
rare
Xanathar's Guide to Everything
Purchase Log
Show
Potion of Healing (Superior)
rare
Xanathar's Guide to Everything
Purchase Log
Show
Marilla's Constellation (Helm of Brilliance)
very_rare
WBW-DC-LEGIT-SV-06 The Calamity Jar
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement) This "helm" is a really a projection of light cast by a group of incoporeal fireflies. Fireflies serve instead of gems, vanishing forever once they've done their duty. This dazzling helm is set with 8 diamonds, 12 rubies, 18 fire opals, and 30 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. Helm of Brilliance, cont'd (curse you, character limits!) As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Carpet of Flying, Minor Property Key
very_rare
SJ-DC-OLD-ONE Broken Pact
SJ-DC-OLD-ONE Broken Pact
Show
Notes:
Wondrous Item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds.
Notes: Set: Speed (Flying), Movement, Utility, Exploration
Minor Property Key:
The Item is used to unlock the third stone tablet which has been hidden in an extramensional space. To obtain the tablet, one must fly close to the Eye of Doom.
Merrick's personal carpet. It weaves blue and dark-purple strings in a pattern resmebling the Eye of Doom. When it takes off, it glimmers with astral light.
Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye.
Shield of Expression
common
BMG-MOON-MD-09 - The Prince's Fairy Godmother
BMG-MOON-MD-09 - The Prince's Fairy Godmother
Show
Notes:
armor (shield), common, , minor tier
Value/Weight: 6 lb
Details: AC +2
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.
Amdraig
very_rare
BMG-MOON-MD-09 - The Prince's Fairy Godmother
BMG-MOON-MD-09 - The Prince's Fairy Godmother
Show
Notes:
weapon (longsword), very rare (requires attunement by a good-aligned creature), martial weapon, melee weapon,
Value/Weight: 3 lb.
Details: 1d8 slashing - versatile (1d10)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify.
You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.
Sentience.
Amdraig is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Amdraig was a druid from Grampalt Mountains and one of the Nine Blades of the First High King, Cymrych Hugh. When she was alive, she always does her best to prepare for any situation that may occur during battle and make sure that she’s ready to support her allies. Amdraig was obsessed in learning the secret of wild shaping into a dragon. She was tricked by Urphania and was forced to fight an ancient red dragon by herself. Setup to lose and before she died, Amdraig transferred her spirit to the nearest object she could find, a longsword.
Enduring Spellbook
common
BMG-DRW-OD-10 Across the Glacier of the White Worm
BMG-DRW-OD-10 Across the Glacier of the White Worm
Show
Notes:
Wondrous Item, common
This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Ruby Weave Gem
legendary
BMG-DRW-OD-10 Across the Glacier of the White Worm
BMG-DRW-OD-10 Across the Glacier of the White Worm
Show
Notes:
Wondrous Item, legendary (requires attunement by a spellcaster)
While you are holding this gem, you can use it as a spellcasting focus for your spells.
The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
Deathshield (Defender Greatsword)
legendary
DDAL-09-20 - Where Devils Fear to Tread
DDAL-09-20 - Where Devils Fear to Tread
Show
Notes:
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start
of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
Anstruth Harp
very_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
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Notes:
Wondrous item, very rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary 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 use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns. Once the instrument 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.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Helm of the Scavenger
legendary
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
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Notes:
Wondrous item, legendary (requires attunement by a spellcaster)
This ornate chair is designed to propel and maneuver a ship through space.
Passive Properties. The following properties of the helm come into play even when no creature is attuned to it:
When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit.
When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship’s decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel’s beam.
Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you sit in it:
You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot.
You can use the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot × 10.
Provided you have at least one unexpended spell slot, you can steer the vessel, albeit in a somewhat clumsy fashion, in much the same way that oars or a rudder can maneuver a seafaring ship.
Whenever you like, you can see what’s happening on and around the vessel as though you were standing in a location of your choice aboard it.
Drawback. While attuned to the helm, you cannot expend your own spell slots.
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.
Rod of Lordly Might
legendary
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:
Rod, legendary (requires attunement)
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Name | Rarity | Location | Table | Result ▼ | Source | |
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Tyr's Blessing of Luck | uncommon | CCC-BMG-24 PHLAN 2-3 The Royal "We" | CCC-BMG-24 PHLAN 2-3 The Royal "We" | Show | ||
Notes:
Blessing, uncommon (requires attunement) This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy. This blessing is not tradeable, and if refused or unattuned, it may not be regained. |
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Capacitor Wand (Wand of Pyrotechnics) | common | WBW-DC-LEGIT-SV-06 The Calamity Jar | Trade Log | Show | ||
Notes:
Wand, common Pyrotechnics doesn't seem to be what this strange metal component is meant for, but it serves just fine. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. |
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Hat of Wizardry | common | BMG-DRW-OD-09 - Sschindylryn, the City of Portals | BMG-DRW-OD-09 - Sschindylryn, the City of Portals | Show | ||
Wakened Dragon-Touched Focus (Chromatic) | very_rare | BMG-DRW-OD-09 - Sschindylryn, the City of Portals | BMG-DRW-OD-09 - Sschindylryn, the City of Portals | Show | ||
Atlas of Endless Horizons | rare | BMG-DRWEP-OD-03 The Undead in Our Closets | BMG-DRWEP-OD-03 The Undead in Our Closets | Show | ||
Notes:
Wondrous Item, rare (requires attunement by a wizard) This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. • When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you. |
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Spell Scroll Death Ward | rare | Xanathar's Guide to Everything | Purchase Log | Show | ||
Potion of Healing (Superior) | rare | Xanathar's Guide to Everything | Purchase Log | Show | ||
Marilla's Constellation (Helm of Brilliance) | very_rare | WBW-DC-LEGIT-SV-06 The Calamity Jar | Trade Log | Show | ||
Notes:
Wondrous item, very rare (requires attunement) This "helm" is a really a projection of light cast by a group of incoporeal fireflies. Fireflies serve instead of gems, vanishing forever once they've done their duty. This dazzling helm is set with 8 diamonds, 12 rubies, 18 fire opals, and 30 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. Helm of Brilliance, cont'd (curse you, character limits!) As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. |
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Carpet of Flying, Minor Property Key | very_rare | SJ-DC-OLD-ONE Broken Pact | SJ-DC-OLD-ONE Broken Pact | Show | ||
Notes:
Wondrous Item, very rare This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds. Notes: Set: Speed (Flying), Movement, Utility, Exploration Minor Property Key: Merrick's personal carpet. It weaves blue and dark-purple strings in a pattern resmebling the Eye of Doom. When it takes off, it glimmers with astral light. |
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Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye. |
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Shield of Expression | common | BMG-MOON-MD-09 - The Prince's Fairy Godmother | BMG-MOON-MD-09 - The Prince's Fairy Godmother | Show | ||
Notes:
armor (shield), common, , minor tier |
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Amdraig | very_rare | BMG-MOON-MD-09 - The Prince's Fairy Godmother | BMG-MOON-MD-09 - The Prince's Fairy Godmother | Show | ||
Notes:
weapon (longsword), very rare (requires attunement by a good-aligned creature), martial weapon, melee weapon, Value/Weight: 3 lb. Details: 1d8 slashing - versatile (1d10) You have a +2 bonus to attack and damage rolls made with this magic weapon. Revivify. Sentience. Versatile. Amdraig was a druid from Grampalt Mountains and one of the Nine Blades of the First High King, Cymrych Hugh. When she was alive, she always does her best to prepare for any situation that may occur during battle and make sure that she’s ready to support her allies. Amdraig was obsessed in learning the secret of wild shaping into a dragon. She was tricked by Urphania and was forced to fight an ancient red dragon by herself. Setup to lose and before she died, Amdraig transferred her spirit to the nearest object she could find, a longsword. |
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Enduring Spellbook | common | BMG-DRW-OD-10 Across the Glacier of the White Worm | BMG-DRW-OD-10 Across the Glacier of the White Worm | Show | ||
Notes:
Wondrous Item, common |
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Ruby Weave Gem | legendary | BMG-DRW-OD-10 Across the Glacier of the White Worm | BMG-DRW-OD-10 Across the Glacier of the White Worm | Show | ||
Notes:
Wondrous Item, legendary (requires attunement by a spellcaster) While you are holding this gem, you can use it as a spellcasting focus for your spells. |
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Deathshield (Defender Greatsword) | legendary | DDAL-09-20 - Where Devils Fear to Tread | DDAL-09-20 - Where Devils Fear to Tread | Show | ||
Notes:
Weapon (greatsword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start |
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Anstruth Harp | very_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, very rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary 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 use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns. Once the instrument 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
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Helm of the Scavenger | legendary | 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, legendary (requires attunement by a spellcaster) This ornate chair is designed to propel and maneuver a ship through space. Passive Properties. The following properties of the helm come into play even when no creature is attuned to it: When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit. You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot. |
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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. 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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Rod of Lordly Might | legendary | 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:
Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. |