Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Auntie Sue’s Broom (Broom of Flying) uncommon CCC-TAROT01-05 The Lost Apprentice F CCC-TAROT01-05 The Lost Apprentice Show
Notes:

Wondrous Item, uncommon

This broom of flying is old, ratty, and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word.

Hat of Vermin common CCC-TAROT01-05 The Lost Apprentice ? CCC-TAROT01-05 The Lost Apprentice Show
Notes:

Wondrous Item, common

This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears.

Shadowneedle (Unbreakable Arrow) common CCC-DRUID-01 The Scourge Unseen Xanathars CCC-DRUID-01 The Scourge Unseen Show
Notes:

This arrow can’t be broken, except when it is within an antimagic field.
One of twenty unbreakable arrows crafted with Shadowsong, when this arrow is nocked onto the Oathbow and leveled at an opponent, a gentle hum fills the wielder’s mind, steadying their hand and steeling their focus (this feature bears no mechanical effect). When fired from Shadowsong, the wielder may say the words, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.

Rod of the pact keeper, +3 very_rare Evergreen Item H Purchase Log Show
Notes:

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Staff of Thunder and Lightning very_rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horror H DDHC-TYP Tales from the Yawning Portal: Tomb of Horror Show
Notes:

Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

Tome of Leadership and Influence very_rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horror H DDHC-TYP Tales from the Yawning Portal: Tomb of Horror Show
Notes:

This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Periapt of Proof against Poison rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horror G DDHC-TYP Tales from the Yawning Portal: Tomb of Horror Show
Notes:

Wondrous Item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Robes of the Archmagi (Gray) legendary DDAL00-03 Those That Came Before I Trade Log Show
Notes:

Wondrous item, legendary (requires attunement by a sorcerer, wizard, or warlock)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment.
You gain these benefits while wearing the robe:

• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
• You have advantage on Saving Throws against spell and other magical Effects.
• Your spell save DC and spell Attack bonus each increase by 2.

Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.

Ioun Stone of Mastery legendary DDAL00-11F Twice as Nice for Half the Price I Trade Log Show
Notes:

Wondrous Item, varies (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.

Your proficiency bonus increases by 1 while this pale green stone orbits your head.

Flavor: Pipyap has left behind a pale green icosahedron that appears to be a 20-sided die. This stone is eternally warm and slightly damp, no matter what environment it’s in.

Nolzur's Marvelous Pigments (2 pots) very_rare DDHC-TOA-9 Ruins of Matolo D Trade Log Show
Notes:

Wondrous Item, Minor, Very Rare

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Rod Of Resurrection legendary DDAL08-18 Moving Day I DDAL08-18 Moving Day Show
Notes:

Rod, legendary (requires attunement by a cleric, druid, or paladin)
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).

The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disapears in a burst of radiance.

Ioun Stone of Regeneration legendary DDAL06-03 Crypt of the Death Giants Trade Log Show
Notes:

Wondrous Item, legendary (requires attunement)
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29.

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.