Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Belt of Fire Giant Strength very_rare DDEP3 Blood Above, Blood Below Show
Notes:

This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow. A description of this item can be
found in the Dungeon Master’s Guide.

🗹 Halberd (Ild Rune) uncommon Trade Log Show
Notes:

The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

🗹 Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal Show
🏲 Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal Show
🗵 Heckler's Tie common Purchase Log Show
Notes:

Wondrous item, common
This tie has three charges. While wearing this tie, you can use an action to target two creatures that you can see within 60 feet. The effects last 1 minute, and do not require concentration.
You unleash a string of insults laced with subtle enchantments at one creature within range. If the first target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
The other target percieves your insult as hilariously funny and falls into fits of laughter. The second target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the second target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends.
The tie regains all expended charges daily at dawn.

☐ +1 Amulet of the Devout uncommon Purchase Log Show
🎕 Elemental Gem (Water) uncommon DDHC-DMM Dungeon of the Mad Mage: Sargauth Level Show
☐ Rod of Rulership rare DDHC-DMM Dungeon of the Mad Mage: Slitherswamp Show
Notes:

Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

🗹 Helm of Brilliance very_rare Trade Log Show
Notes:

8 Diamonds, 4 Rubies, 13 Fire Opals, 25 Opals

☐ Bracers of Defense rare DDAL00-02c Lost Tales of Myth Drannor: Spawn of the Maimed Virulence Show
Notes:

Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light.
The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

☐ Berserker Flail rare CCC-UCON-01 Blood & Fog Show
Notes:

Weapon (flail), rare (requires attunement)
This battered flail is notched and covered in a patina of rust and dried blood. While wielding this flail you have advantage on Wisdom (Survival) checks made to track humanoids. Due to your intense desire to retain the flail, it costs an extra 30 downtime days to trade away as you experience severe withdrawal from its powers. A description of this item can be found in the Dungeon Master’s Guide.

🗹 Wand of Magic Detection uncommon CCC-MELB-01 A Single Tearfall Show
Notes:

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

🗹 Manual of Bodily Health very_rare CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge Show
🗹 Manual of Quickness of Action very_rare CCC-BMG-37-HULB3-1 The Weakness of Rock Show
Notes:

Wondrous Item, very rare
This book contains coordination and balance exercises, 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This item can be found in the Dungeon Masters Guide.

☐ Velahr´Kerym (Flame Tongue Longsword) rare Trade Log Show
Notes:

Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

☐ Cloak of the Bat rare DDHC-DMM Dungeon of the Mad Mage: Vanrakdoom Show
☐ Scintilmorn (Sun Blade) rare DDHC-DMM Dungeon of the Mad Mage: Vanrakdoom Show
Notes:

The hilt is carved to resemble a bronze dragon with its wings spread and its mouth agape. This sun blade has held many names over the years, including Sunlight's Wrath and Shar's Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.

☐ Mithral Chain Mail uncommon DDHC-DMM Dungeon of the Mad Mage: Vanrakdoom Show
Notes:

Vanrak Moonstar's ancient mithral armor (chain shirt) has the additional property of granting its wearer darkvision out to a range of 60 feet.

☐ Eyes of Minute Seeing uncommon Trade Log Show
Notes:

Wondrous item, uncommon*
These “Aviator Sunglasses” are styled after the fashion worn by the Gnomish tinkerers who developed the first flying contraptions. The eyeglasses are useful in everyday wear as shields from direct sunlight, but they can also help you to see clearly in the workshop, and to get a better look at gauges and controls while in flight.
These crystal lenses fit snugly over the eyes, and give your countenance a stylish glint and glimmer when you move in a lit area. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

☐ Gloves of Missile Snaring uncommon DDHC-DMM Dungeon of the Mad Mage: Maze Level Show
Notes:

Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.