Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Wand of Web uncommon LN-01 Fuzzy-tail Farm and the Frightful Candy Goat Massacre Show
Notes:

This wand is made of twisted strands of dried ettercap
silk. It remains sticky to the touch no matter how it
is cleaned

Wand, uncommon (requires attunement by a spellcaster)
Major tier
1 lb.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

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 ashes and is destroyed.

Goggles of Night common DDAL07-04 A Walk in the Park Show
Notes:

multicolored predator vision. Makes sense of smell stronger

Sovad's Staff of Flying (Broom of Flying) uncommon CCC-RPSG-01 Ooze There Show
Notes:

Wondrous Item, uncommon

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another Command Word, provided that the broom is still within 1 mile of you. This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristle from one end and a pair of spectral wings unfurl from the other. This item can be found in the Dungeon Master’s Guide.

Flavored to be plated in silver

+1 Battleaxe uncommon DDEX2-11 Oubliette of Fort Iron Show
Notes:

This ancient axe is made of grey stone marbled with
purple veins. Its head is inscribed with ancient dwarven
runes and its haft is covered with the cured hide of a
purple worm

Pixie Winged Boots uncommon CCC-SFBAY-0402 Under Earth & Stone Show
Notes:

These elegant, supple
boots have iridescent,
rainbow-colored pixie
wings on their sides.
When in use, the wings
flutter and a trail of pixie
dust sprinkles from their
heels. This item functions
as winged boots (see the
Dungeon Master’s Guide)

Dragon's Lullaby (Mac-Fuirmidh Cittern) uncommon CCC-GSP-0101 A Dragon's Breath Show
Notes:

Dragon’s Lullaby
(Instrument of the Bards – Mac-Fuirmidh Cittern)
A Description of this item can be found in the Dungeon Master’s Guide with the following changes; the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirls around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the Cittern.

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. 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.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.

Headband of Intellect uncommon Trade Log Show
Bag of Holding uncommon CCC-BLD-12 Bleeding Gate: Amalgamation Show
Armor of Insults (Mithral Splint Armor) uncommon CCC-GSP-OOZE01-01 Oozing Hunger Show
Notes:

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. The set of splint armor was crafted with only the finest materials by dwarves for elves. However, despite the craftsmanship being near-flawless, the dwarves who forged the armor purposely made one design flaw as a prank: When struck, the armor emits the voice of the dwarves who forged the armor, berating its wearer.
"armor of insults"

Whip of Warning uncommon DDAL04-02 The Beast DDEP04 Reclamation of Phlan Prep Show
Notes:

Weapon
Martial weapon, melee weapon
2 gp, 3 lb. 1d4 slashing - finesse, reach
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

Bracers of Defense rare DRW-14 Trade Log Show
Notes:

These steel bracers make a slight humming noise while worn.

Wondrous item, rare (requires attunement)
Major tier
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Fat Markoth's Cumberbund rare Trade Log Show
Notes:

Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion. A description of this item can be found in the Dungeon Master’s Guide under the entry ‘Belt of Giant Strength (Hill)’. Description from Dungeon Master’s Guide (this text may be updated in future errata): While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. This belt is a belt of Hill giant strength, and grants a strength of 21.

Durgeddin’s Fist (Mace of Terror) rare DDEP6-1 Relics of Khundrakur Show
Notes:

Wrought of blackened steel, the head of this mace is forged in the likeness of three screaming orc skulls. When wielded in combat against orc foes Durgeddin’s Fist bellows an endless stream of profanities and insults in a fearsome dwarven baritone audible for 30’. This item can be found in the Dungeon Master’s Guide.

Weapon (mace), rare (requires attunement)
Major tier
Simple weapon, melee weapon
4 lb. 1d6 bludgeoning
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Wand of Binding rare DDEP6-1 Relics of Khundrakur Show
Notes:

Wand, rare (requires attunement by a spellcaster)
Major tier
1 lb.
This wand has 7 charges for the following properties. It 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 ashes and is destroyed.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

Hellrider Badge rare DDEP09-02 Hellfire Requiem Show
Notes:

Wondrous item, rare (requires attunement by someone designated by Duke Ulder Ravengard)

A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders.

While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.

If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended.

As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself.

Special

If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol of Torm if needed.

Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem.

Gauntlets of Ogre Power uncommon Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement) [Table F, 38-39] Your Strength is 19 when you wear these gauntlets. They have no effect if your Strength is already 19 or higher. This item can be found in The Dungeon Master’s Guide. These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.

Unlocked Magic Items