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Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Ring of mind shielding uncommon DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Silvered +3 greatsword rare DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Mithral Armor(Chainmail) uncommon DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Silver Horn of Valhalla rare DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Vicious Musket rare DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

Mystery Key common FR-DC-TiS Trapped in Sanity FR-DC-TiS Trapped in Sanity Show
Notes:

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Bracers of Defense(Wicked) rare FR‑DC‑BMK‑01 CRYPTS Blood Moon Crypts Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item
heightens the bearer’s urge to do so.

Staff of Charming rare DDEX2-2 Embers of Elmwood Trade Log Show
Notes:

Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.