Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ring of air elemental command
legendary
BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic
BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic
Show
Prehistoric figurine of wondrous power (carnelian triceratops)
very_rare
BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic
BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic
Show
Ring of Water Walking
uncommon
PO-BMG-MOONEP-MD-02 The Enchantment of Chaos
PO-BMG-MOONEP-MD-02 The Enchantment of Chaos
Show
Notes:
Ring, uncommon
While wearing this ring, you cast Water Walk from it, targeting only yourself.
Rod of Lordly Might
legendary
PO-BMG-MOONEP-MD-02 The Enchantment of Chaos
PO-BMG-MOONEP-MD-02 The Enchantment of Chaos
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 rolls 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.
Buttons. You can press one of the following 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:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit.
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 rolls and damage rolls made with it.
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 rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. 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.
Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
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 failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, 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 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.
Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Wraps of Unarmed Power +3
very_rare
TAL Trading Post
Trade Log
Show
Banner of the Krig Rune
rare
Acquired from FB AL trading group,
Trade Log
Show
Spell Scroll 3rd level Aura of Vitality
uncommon
Discord Not an Event Team AL Trading Post
Purchase Log
Show
Potion of Healing (Superior)
rare
Xanathars Guide to Everything
Purchase Log
Show
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.
Driftglobe
uncommon
DDHC-CKM-01 Joy of Extradimensional Spaces
Trade Log
Show
Listening Ear (Ear Horn of Hearing)
common
BMG-DRW-OD-11 - Summit at Tantras
BMG-DRW-OD-11 - Summit at Tantras
Show
Notes:
Wondrous item, common
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.
This item is found in Xanathar's Guide to Everything.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10feet, or to extinguis the light.
Flavor:
This ear cuff is sculpted from amber resin, and molded to fit into the contours of the wearer's auricle. A gold clasp and chain that fits over the wearer's helix holds the accessory in place.
Potion of Healing (Superior)
rare
Xanathar's Guide to Everything
Purchase Log
Show
Potion of Healing (Greater)
uncommon
Trading Post DWB Discord
Purchase Log
Show
Gloves of Thievery
uncommon
Gloves of Thievery origin: Traded with Miles Zorvroth Character Brovian
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
Potion of Healing (Superior)
rare
Xanathar's Guide
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
Spell Scroll of Find Greater Steed
rare
DWB Discord AL Trading Post
Purchase Log
Show
Staff of Striking
very_rare
DWB AL Trading Post
Trade Log
Show
Notes:
This quarterstaff is carved from one of the ancient trees in the deepest forests of the Moonshae Isles, a tree rumored to be blessed by the Earthmother herself. Though separated from its parent tree, that blessing yet lives within this staff. Small leaves grow from the crown of the quarterstaff in every hue, vibrant and full of life's splendor.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of air elemental command | legendary | BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic | BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic | Show | ||
Prehistoric figurine of wondrous power (carnelian triceratops) | very_rare | BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic | BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic | Show | ||
Ring of Water Walking | uncommon | PO-BMG-MOONEP-MD-02 The Enchantment of Chaos | PO-BMG-MOONEP-MD-02 The Enchantment of Chaos | Show | ||
Notes:
Ring, uncommon |
||||||
Rod of Lordly Might | legendary | PO-BMG-MOONEP-MD-02 The Enchantment of Chaos | PO-BMG-MOONEP-MD-02 The Enchantment of Chaos | 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 rolls 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. Buttons. You can press one of the following 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: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. 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 rolls and damage rolls made with it. 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 rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. 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. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. 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 failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, 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 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn. |
||||||
Wraps of Unarmed Power +3 | very_rare | TAL Trading Post | Trade Log | Show | ||
Banner of the Krig Rune | rare | Acquired from FB AL trading group, | Trade Log | Show | ||
Spell Scroll 3rd level Aura of Vitality | uncommon | Discord Not an Event Team AL Trading Post | Purchase Log | Show | ||
Potion of Healing (Superior) | rare | Xanathars Guide to Everything | Purchase Log | Show | ||
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. |
||||||
Driftglobe | uncommon | DDHC-CKM-01 Joy of Extradimensional Spaces | Trade Log | Show | ||
Listening Ear (Ear Horn of Hearing) | common | BMG-DRW-OD-11 - Summit at Tantras | BMG-DRW-OD-11 - Summit at Tantras | Show | ||
Notes:
Wondrous item, common |
||||||
Potion of Healing (Superior) | rare | Xanathar's Guide to Everything | Purchase Log | Show | ||
Potion of Healing (Greater) | uncommon | Trading Post DWB Discord | Purchase Log | Show | ||
Gloves of Thievery | uncommon | Gloves of Thievery origin: Traded with Miles Zorvroth Character Brovian | 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 |
||||||
Potion of Healing (Superior) | rare | Xanathar's Guide | 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 | ||
Spell Scroll of Find Greater Steed | rare | DWB Discord AL Trading Post | Purchase Log | Show | ||
Staff of Striking | very_rare | DWB AL Trading Post | Trade Log | Show | ||
Notes:
This quarterstaff is carved from one of the ancient trees in the deepest forests of the Moonshae Isles, a tree rumored to be blessed by the Earthmother herself. Though separated from its parent tree, that blessing yet lives within this staff. Small leaves grow from the crown of the quarterstaff in every hue, vibrant and full of life's splendor. |