Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
🏲 Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal Show
☐ Luck Blade (0 wishes) legendary DDHC-DMM Dungeon of the Mad Mage: Runestone Caverns Show
☐ Tome of the Stilled Tongue legendary CCC-GHC-BK-03-09 A Convergence of Gods Show
Notes:

This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.

🗹 Belt of Storm Giant Strength legendary Trade Log Show
Notes:

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.

☐ 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.

🗹 Helm of Brilliance very_rare Trade Log Show
Notes:

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

🗹 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.

☐ Krahharuan Fork (+3 Pike) very_rare DDAL07-10 Fire, Ash, and Ruin Show
Notes:

Weapon (pike), very rare
Forged of black, pitted iron, the haft of this doubletined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze.

🗹 Tome of Clear Thought very_rare DDHC-DMM Dungeon of the Mad Mage: Crystal Labyrinth Show
Notes:

This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

☐ Spellguard Shield very_rare DDEP-DRW02 Wings of Death Show
Notes:

Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.

☐ Ring of X-Ray Vision very_rare DDHC-DMM Dungeon of the Mad Mage: Runestone Caverns Show
☐ Ghost Step Tattoo very_rare Trade Log Show
☐ Ioun Stone of Insight very_rare DDHC-DMM Dungeon of the Mad Mage: Shadowdusk Hold Show
Notes:

Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Insight: Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

☐ Nine Lives Stealer Longsword very_rare DDHC-DMM Dungeon of the Mad Mage: Shadowdusk Hold Show
☐ Skeggöx (+3 Battleaxe) very_rare Trade Log Show
Notes:

This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.

☐ 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.

☐ 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.

🗹 Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal 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.