Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ +1 Bloodwell Vial uncommon Purchase Log Show
☐ Absorbing Tatto (Cold) common Trade Log Show
☐ Absorbing Tatto (Poison) rare Trade Log Show
🗹 Bag of Devouring very_rare CCC-FC3-03 Tales of Estirwald: The Fun House Show
Notes:

Wondrous Item, very rare

This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past. The emblems are made of precious metals and gems in the shape of Ambledragon’s crest. It signifies that you have proven your worth to Ambledragon. As such, you gain advantage on all Charisma Persuasion and Intimidation checks while in the Estirwald region and it is on display.

☐ Bag of Holding uncommon Trade Log Show
🏲 Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🏲 Blessing of Wound Closure unique FR-DC-FALL-01 Cathedral of Ice Show
☐ Boots of Speed rare WBW-DC-AUG-01 Last Hour Show
Notes:

Waterborne This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

☐ Bow of Icy Lamentations (Temperate Bow of Melody) very_rare FR-DC-FALL-01 Cathedral of Ice Show
☐ Bracers of Archery uncommon DDEX3-14 Death on the Wall Show
Notes:

Etched around these bracers are words in Elvish that read "Strike True." A description of this item can be found in the Dungeon Master's Guide.

🗹 Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🗵 Chronostat of Precision (Clockwork Amulet) common CCC-GAD-01-03 Caught In Time Show
Notes:

This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so you can avoid the chaos of everyday life. It even comes with seventeen multi tool combinations for your everyday needs.

☐ Dragontooth Amulet (Wakened Scaled Ornament [White]) very_rare PO-BMG-DRWEP-KS-01 The Siege of Mulsantir Show
Notes:

This ornament comes from the White Dragon Lodge, one of the oldest and largest lodges in Rashemen. This white dragon’s tooth has been fitted onto a necklace, and remains razor sharp.

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.
You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.
When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn.
This item cannot gain or lose power or change states.

🗹 Feywild Shard uncommon DC-WBW-Mal02 Boredom in the Doman of Alacrity Show
☐ Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🗹 Gray Robes of the Archmagi legendary Purchase Log Show
☐ Half Plate +1 (non-metal) rare CCC-TRI-06 Haggard Heroes Show
Notes:

Armor, rare
You have a +1 bonus to AC while wearing this armor.
Made from the frozen bones of Auntie Olma’s old coven, this half plate looks to be made from sheets of iron until examined closely. While wearing this armor, it lowers your body temperature to just above freezing with no ill effects, and the voices of the dead hags fill your mind with taunts and harassment.

☐ Hevard's Handy Haversack rare CCC-AN-03 Winter Wonderland Show
Notes:

This haversack is made of red and white leather and has golden clasps. There are silver bells on the bag, but they only make noise on the night of the winter solstice. Those who hear the bells ringing are reminded of a happy moment from their childhood and experience the most peaceful and restful night of sleep they can ever remember having.

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

☐ Horn of Valhalla (Silver) rare CCC-TRI-05 Hunt of Malar Show
Notes:

A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserker called forth are bloodthirsty warriors tainted by Malar.

🗹 Maestro's Power (+3 Bloodwell Vial) very_rare WBW-DC-AUG-01 Last Hour Show
Notes:

This crystal vial is filled with bright red liquid and can't be opened while your attunement to it lasts. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5
sorcery points. This property of the vial can't be used again until the next dawn.
Owning this vial grants you a tiny portion of control as a guardian of Sersa. The level of the red liquid inside indicates if all is well with Maestro’s guardianship.

You can shake the bottle and see the tiny form of the efreeti Assai bobbing in the red liquid. He is not pleased.