Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Listening Ear (Ear Horn of Hearing)
common
The Simbul's Guise (Cloak of Invisibility, Guardian)
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.
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 10 feet, or to extinguish the light.
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.
Crystal Ball of Telepathy
legendary
Trade Log
Show
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.
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
Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
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.
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.
Shield, +3
very_rare
BMG VDDW Trading Post
Trade Log
Show
Reaper's Scream
legendary
BMG-DRWEP-OD-04 - Battle of Thaymount
BMG-DRWEP-OD-04 - Battle of Thaymount
Show
Notes:
Weapon (Morningstar), Legendary (Requires Attunement)
The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl.
You gain a +2 bonus to attack and damage rolls made with this weapon, and attacks with this weapon deal necrotic damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, you gain 10 temporary hit points. Any creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage.
Invoking the Rune. As a bonus action, you can invoke the weapon’s rune, unleashing the screams of every creature slain by the weapon in one cacophonous burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of your next turn.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Tearulai, Longsword of Sharpness
very_rare
DDHC-DMM
Trade Log
Show
Potion of Healing (Superior)
rare
Xanathar's Guide to Everything
Purchase Log
Show
Instrument of Scribing
common
DDAL-DRW-OD-04 We're All in this Together
DDAL-BMG-DRW-OD-04 We're All in this Together
Show
Notes:
Wondrous Item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
Lantern of Revealing
uncommon
DDHC-OotA Out of the Abyss
Trade Log
Show
Potion of Healing (Superior)
rare
Purchase Log
Show
Notes:
Purchased 5 Potion of Healing (Superior)
Cloak of Many Fashions
common
SJ-DC-ROCK-01 Turmoil in Bral
SJ-DC-ROCK-01 Turmoil in Bral
Show
Sold off Mundane Items
common
Purchase Log
Show
Notes:
Half price for selling back unused items including some starter equipment, Scimitar 12.5g, Rapier 12.5g, Greatsword 25g, leather armor 5g
Thayan Plate, +1 (Vultharks Armor)
rare
DWB Discord AL Trading Post
Trade Log
Show
Notes:
This fell suit of armor once belonged to a Thayan Knight Vulthark (equivalent to a Lieutenant General) under the command of Dar'lon Ma, before Dar'lon Ma split from Thay. This armor is completely black and bears a circle device of eight red flames to represent the eight schools of magic/zulkirates.
Gauntlets of Ogre Power
uncommon
Acquired from FB AL trading group
Trade Log
Show
Vicious Mace
rare
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.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Listening Ear (Ear Horn of Hearing) | common | The Simbul's Guise (Cloak of Invisibility, Guardian) | 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. 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 10 feet, or to extinguish the light. 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. |
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Crystal Ball of Telepathy | legendary | Trade Log | Show | |||
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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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 |
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Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | 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 While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. |
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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. |
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Shield, +3 | very_rare | BMG VDDW Trading Post | Trade Log | Show | ||
Reaper's Scream | legendary | BMG-DRWEP-OD-04 - Battle of Thaymount | BMG-DRWEP-OD-04 - Battle of Thaymount | Show | ||
Notes:
Weapon (Morningstar), Legendary (Requires Attunement) The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl. You gain a +2 bonus to attack and damage rolls made with this weapon, and attacks with this weapon deal necrotic damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, you gain 10 temporary hit points. Any creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage. Invoking the Rune. As a bonus action, you can invoke the weapon’s rune, unleashing the screams of every creature slain by the weapon in one cacophonous burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of your next turn. Once the rune has been invoked, it can’t be invoked again until the next dawn. |
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Tearulai, Longsword of Sharpness | very_rare | DDHC-DMM | Trade Log | Show | ||
Potion of Healing (Superior) | rare | Xanathar's Guide to Everything | Purchase Log | Show | ||
Instrument of Scribing | common | DDAL-DRW-OD-04 We're All in this Together | DDAL-BMG-DRW-OD-04 We're All in this Together | Show | ||
Notes:
Wondrous Item, common (requires attunement) The instrument regains all expended charges daily at dawn. |
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Lantern of Revealing | uncommon | DDHC-OotA Out of the Abyss | Trade Log | Show | ||
Potion of Healing (Superior) | rare | Purchase Log | Show | |||
Notes:
Purchased 5 Potion of Healing (Superior) |
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Cloak of Many Fashions | common | SJ-DC-ROCK-01 Turmoil in Bral | SJ-DC-ROCK-01 Turmoil in Bral | Show | ||
Sold off Mundane Items | common | Purchase Log | Show | |||
Notes:
Half price for selling back unused items including some starter equipment, Scimitar 12.5g, Rapier 12.5g, Greatsword 25g, leather armor 5g |
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Thayan Plate, +1 (Vultharks Armor) | rare | DWB Discord AL Trading Post | Trade Log | Show | ||
Notes:
This fell suit of armor once belonged to a Thayan Knight Vulthark (equivalent to a Lieutenant General) under the command of Dar'lon Ma, before Dar'lon Ma split from Thay. This armor is completely black and bears a circle device of eight red flames to represent the eight schools of magic/zulkirates. |
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Gauntlets of Ogre Power | uncommon | Acquired from FB AL trading group | Trade Log | Show | ||
Vicious Mace | rare | 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. |