Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Silvered Githyanki Greatsword, +3 very_rare Trade Log Show
Shroud of the Mourning Warrior (Scale Mail +1) rare DDAL05-13 Jarl Rising Trade Log Show
Notes:

Armor (scale mail), rare This suite of scale mail armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer. You have a +1 bonus to AC while wearing this armor.

Shortsword, +2 rare Trade Log Show
Shield of the Uven Rune, Ancient White Dragon very_rare BMG-MOON-MD-11 - The Curse of Pacts and Passion BMG-MOON-MD-11 - The Curse of Pacts and Passion Show
Notes:

Armor (shield), very rare (requires attunement)
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.

While holding the shield, you benefit from the following properties.

Winter’s Friend. You are immune to cold damage.

Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.

Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.

Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Notes: Immunity: Cold, Damage, Warding

Item Tags: DAMAGE WARDING

Waterdeep: Dungeon of the Mad Mage

Shield, +3 very_rare BMG-DRW-OD-07 - The Subtlety of Subterfuge BMG-DRW-OD-07 - The Subtlety of Subterfuge Show
Notes:

Armor (Shield), Very Rare
This shield is made of Iskirthos darksteel. The bearer can speak and understand Old Iskirthos language.
While holding this shield, you have a +3 bonus to AC. This bonus is an addition to the shield's normal bonus to AC.

Shield, +3 very_rare BMG VDDW Trading Post Trade Log Show
Shield, +1 uncommon DWB Discord AL Trading Post Trade Log Show
Notes:

This shield is elegant and wicked in equal parts; the bloodsoaked wood backing of the shield preserves the final terror of heroes slain by the shield's previous owner, while ornate metal of Thayan design on the front of the shield has been forged from the blades of defeated adventurers. When listening carefully to the shield in a quiet environment, one can still hear their screams.

Scimitar, +3 very_rare Trade Log Show
Scarab of Protection legendary Trade Log Show
Sanctum Amulet very_rare BMG VDDW Trading Post Trade Log Show
Sanctum Amulet very_rare BMG-DRWEP-OD-04 - Battle of Thaymount BMG-DRWEP-OD-04 - Battle of Thaymount Show
Notes:

Wondrous Item, Very Rare (Requires Attunement) A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant. While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the Spare the Dying cantrip using either an action or a bonus action.

Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.

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

Sage's Signet, Lion very_rare D&D 50th Anniversary DM service reward Trade Log Show
Saddle of the Cavalier uncommon CCC-GHC-BK2-01 Shadows of Rith Keep DM Service Reward Season 12A Show
Rod of the Pact Keeper +1, +2 Initiative uncommon SJ-DC-FuR The Furious Road! SJ-DC-FuR The Furious Road! Show
Rod of Security, Guardian very_rare PSDC-LOF | Last of the First Tier 4 Trade Log Show
Notes:

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. Guardian: You gain a +2 bonus to initiative rolls

Rod of Lordly Might legendary BMD-MOONEP-MD-02-The Enchantment of Chaos BMG-MOONEP-MD-02-The Enchantment of Chaos Show
Notes:

od, legendary (requires attunement)

A long rod that appears to be made of oaken wood as hard as steel. The wood seems to shift and change as it is viewed from a different angle, perhaps a lingering remnant of the mythal’s fracturing effect.

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.

Damage: 1d6+3
Damage Type: Bludgeoning
Weight: 4

Rod of Alertness very_rare DDHC-TYP Tales from the Yawning Portal-Tomb of Horror DDHC-TYP Tales from the Yawning Portal-Tomb of Horror Show
Ring of X-Ray Vision rare DDHC-TYP Tales from the Yawning Portal-Tomb of Horror DDHC-TYP Tales from the Yawning Portal-Tomb of Horror Show
Ring of Water Walking uncommon BMD-MOONEP-MD-02-The Enchantment of Chaos BMG-MOONEP-MD-02-The Enchantment of Chaos Show
Notes:

Ring, uncommon
A cobalt blue metal band with an internal ring that spins freely, though the arcane rune always settles above the finger rather than below.

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Ring of Water Walking uncommon BMG-MOONEP-MD-01 - The Occupation of Caer Corwell BMG-MOONEP-MD-01 - The Occupation of Caer Corwell Show
Notes:

RING OF WATER WALKING
This ring bears the crest of the Sisters of Sinnoria. Engraved
on the inside of the ring is the name Fiona in Elvish.

Unlocked Magic Items