Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
๐Ÿ—ต 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.

๐ŸŽ• Chime of Opening common DDHC-DMM Dungeon of the Mad Mage: Runestone Caverns Show
๐Ÿ—น Horn of the Endless Maze common DDHC-DMM Dungeon of the Mad Mage: Maze Level Show
Notes:

Wondrous item, rare
You can use an action to blow this horn. In response, 3d4+4 warrior spirits come from the Abyss and appear within 60 feet of you. They use the statistics of a berserker and look like minotaurs. Once you use the horn, it can't be used again until 7 days have passed.

โ˜ Chest of Preserving common DDAL08-17 The Tower of Ahghairon Show
Notes:

Food and other perishable items do not age or decay while inside it. The chest is 2.5 feet long, 1.5 feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.

๐Ÿ—น Black Crystal Tablet common DDHC-DMM Dungeon of the Mad Mage: Shadowdusk Hold Show
Notes:

Wondrous item, legendary (requires attunement by a creature that has proficiency in the Arcana skill)
The black crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness.
As an action, a creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.

๐Ÿ—น 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.

๐Ÿ—น 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.

โ˜ +1 Amulet of the Devout uncommon Purchase Log Show
๐ŸŽ• Elemental Gem (Water) uncommon DDHC-DMM Dungeon of the Mad Mage: Sargauth Level Show
โ˜ Amulet of Proof Against Detection and Location uncommon DDHC-DMM Dungeon of the Mad Mage: Runestone Caverns Show
๐ŸŽ• Bead of Force uncommon DDHC-DMM Dungeon of the Mad Mage: Runestone Caverns Show
โ˜ Decanter of Endless Water uncommon DDHC-DMM Dungeon of the Mad Mage: Shadowdusk Hold Show
โ˜ 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.

โ˜ Eyes of Minute Seeing uncommon Trade Log Show
Notes:

Wondrous item, uncommon*
These โ€œAviator Sunglassesโ€ 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.

โ˜ 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.

โ˜ Cloak of the Bat rare DDHC-DMM Dungeon of the Mad Mage: Vanrakdoom Show
โ˜ 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.

โ˜ 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.

โ˜ 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.

โ˜ Hallowed Talisman rare DDAL07-10 Fire, Ash, and Ruin Show
Notes:

Wondrous item, rare
A perfect sphere of black obsidian is tied to a necklace of prayer beads (mundane), and seems to glow with a very faint internal light. If you spend a short rest praying over this talisman and taking no other actions, you can break it on the ground at the end of the rest, destroying the talisman, to infuse the ground around you with holy or unholy energy.
By breaking the talisman in this way, you cast hallow as an action, requiring no material components.