Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Reaper's Scream
legendary
BMG-DRWEP-OD-04 - Battle of Thaymount
BMG-DRWEP-OD-04 - Battle of Thaymount
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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.
Crystal Ball of Telepathy
legendary
Trade Log
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Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
Show
Rod of Lordly Might
legendary
BMD-MOONEP-MD-02-The Enchantment of Chaos
BMG-MOONEP-MD-02-The Enchantment of Chaos
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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
The Eye of Xxiphu
legendary
DDAL05-19 The Eye of Xxiphu
DDAL05-19 Eye of Xxiphu
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Notes:
Wondrous item, legendary While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.
Ring of air elemental command
legendary
BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic
BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic
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Blessing of Protection
unique
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
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Notes:
+1 AC, +1 All Saving Throws
AL Spell Services
unique
DDHC-TYP White Plume Mountain, Water Deep
Purchase Log
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A house in the Little Moonsea district
unique
CCC-SFBay-02-03 The Risen Minotaur Lord
Purchase Log
Show
Notes:
Story Award: Fangjaws Noble
Requires that you are already a Fangjaws Citizen.
You have further served Fangjaws Hold and have been rewarded with nobility. From this point forward, you may purchase a house in the Little Moonsea district for 2000 GP and 20 downtime days. This also increases your lifestyle expenses by 1 GP. In addition, you may administer justice to the citizens of Fangjaws Hold.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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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Crystal Ball of Telepathy | legendary | Trade Log | Show | |||
Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | Show | |||
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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The Eye of Xxiphu | legendary | DDAL05-19 The Eye of Xxiphu | DDAL05-19 Eye of Xxiphu | Show | ||
Notes:
Wondrous item, legendary While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat. |
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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 | ||
Blessing of Protection | unique | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
+1 AC, +1 All Saving Throws |
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AL Spell Services | unique | DDHC-TYP White Plume Mountain, Water Deep | Purchase Log | Show | ||
A house in the Little Moonsea district | unique | CCC-SFBay-02-03 The Risen Minotaur Lord | Purchase Log | Show | ||
Notes:
Story Award: Fangjaws Noble |