Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Watchful Helm very_rare Trade Log Show
Notes:

a shiny steel helm embossed with lidless eyes

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.

Tyr's Justice rare CCC-GHC-08 Death in the Ruins Show
Notes:

Weapon (greatsword), rare (+2) You have +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated. See Player Handout 1 for a complete description

Tome of Leadership and Influence very_rare H Trade Log Show
Notes:

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Tome of Clear Thought very_rare Trade Log Show
Shadowneedle common CCC-YLRA02-02B The Savage & Bestial Show
Notes:

One of twenty unbreakable arrows crafted with
Shadowsong, when this arrow is nocked onto the
Oathbow and leveled at an opponent, a gentle hum
fills the wielder’s mind, steadying their hand and
steeling their focus (this feature bears no mechanical
effect). When fired from Shadowsong, the wielder
may say the words, “Needles, return to your thread”
to make this arrow (and any other in its set loosed
from the wielder’s hand) reappear in the wielder’s
quiver.

Scarab of Protection legendary DDAL07-18 Turn Backthe Endless Night Show
Notes:

This pin is carved in the likeness of Moa the Jaculi,
trickster god of Omu. While you wear this scarab,
you are hidden from scrying while you sleep but if
you ever tell a lie the scarab becomes unattuned.
This item can be found in Player Handout 5.
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

Ring of Spell Storing rare Trade Log Show
Notes:

The ring it appears to be a plain gold band, though
tarnished and chipped. When the wearer casts an
arcane spell they feel cold and faint of breath (an
unsettling experience that causes no damage or
condition change). A character may attune to this
item in 1 minute.

Ring of Earth Elemental Command common Wings of Death Show
Obsidian Flint Dragon Plate legendary DIA Arhkan Trade Log Show
Notes:

You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Manual of bodily health very_rare Trade Log Show
Grey robes of the archmagi legendary DDAL00-03 Those That Came Before Show
Notes:

Wondrous item, legendary (requires attunement by a sorcerer, wizard, or warlock) - Magic Table I

Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.

You gain these benefits while wearing the robe:

If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.

You have advantage on saving throws against spell and other magical effects.

Your spell save DC and spell attack bonus each increase by 2.

Belt of storm giant strength legendary Given by storm giant temple guardian I Trade Log Show
Notes:

hile wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

The Storm Giant Quintessent, Dessa, imbued this belt with her elemental strength. When the belt's fantastic
strength is used, lightning dances around the wearer while a warm desert wind blows in the area

Bag of Holding uncommon Renown Show
Notes:

Wondrous item, uncommon
Minor tier
15 lb.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Awakened Shrub common underworld speculations Show

Unlocked Magic Items

Name ▼ Rarity Tier Location Table Result Source
spell scroll of ice knife common Yuanti corpse DDAL07-03 A Day at the Races Show
Rod of Absorption very_rare 3 Raven lords body H CCC-SVH-01-03 Vault of the Raven Lord Show
Notes:

Rod, very rare (requires attunement)

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy,t can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels lof spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. This item is found on Magic Item Table H in the Dungeon Master’s Guide.

Dread Helm common 1 CCC-BWM-003 A Tale of Two Towers Show
Notes:

Dred Helm

Wondrous item, common

This fearsome steel helm makes your eyes glow red while you wear it.

[There is no flavor mentioned in the final treasure heading, but in the adventure it is stated that all of Grisneck's other armor and weapons bear the symbol of the Raven Queen, so add that if you'd like.]

Cloak of displacement rare 2 Dish best served Cold G 34 CCC-UCON-01 Blood & Fog Show
Notes:

While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.