Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Staff of the Woodlands - A rare CCC-BMG-18 ELM 1-3 The Battle of Elmwood Trade Log Show
Notes:

Requires Attunement by a Druid

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you have a +2 bonus to spell Attack rolls.

The staff has 10 Charges for the following properties. It regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.

Spells: You can use an action to expend 1 or more of the staff's Charges to cast one of the following Spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), Locate Animals or Plants (2 charges), Speak with Animals (1 charge), Speak with Plants (3 charges), or Wall of Thorns (6 charges).

You can also use an action to cast the Pass without Trace spell from the staff without using any Charges.

Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another action to speak its Command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Sovereign Glue (7 ounces) legendary DDHC00-GSM Ghosts of Saltmarsh – Chapter 7: Tammeraut's Fate Show
Notes:

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.

Manual of Quickness of Action very_rare CCC-HULB3-1 Trade Log Show
Insignia of Claws uncommon Season 7 DM Reward Trade Log Show
Notes:

The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

Breastplate +1 rare DDHC-PotA – Princes of the Apocalypse – Chapter 4: Temple of the Black Earth Trade Log Show
Notes:

crafted from polished crystal. It bears the symbol of earth, and it heightens its wearers urges to act in a selfish, greedy, or wicked way.

Tome of Understanding very_rare DDHC-TYP Tomb of Horrors Trade Log Show
Necklace of Prayer Beads - A rare DDAL-DRW06 Thimblerigging DDAL-DRW06 Thimblerigging Show
Notes:

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace.

Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

Curing
Blessing
Favour
Wind Walk