Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
โœ… Belt of Fire Giant Strength - A very_rare DDEP3 Blood Above, Blood Below Trade Log 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.

While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

โšœ๏ธ Blessing of Protection very_rare DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.

๐Ÿ†“ Charm of the Stumblenoodle common DDHC-HF Saving the Children's Menu DDHC-HF Saving the Children's Menu Show
Notes:

When a creature you can see within 30 feet of you moves, you can use your reaction to give the creature the prone condition. Allies of the target who are within 30 feet of the target must succeed on a DC 16 Wisdom saving throw or have the stunned condition until the end of their next turn as they laugh uncontrollably at their friend's misfortune. Once used three times, the charm vanishes from you.

โœ… Eldritch Claw Tattoo - A uncommon DDHC-KftGV-02 The Stygian Gambit Trade Log Show
Notes:

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

๐Ÿ†“ Gem of Brightness uncommon CCC-BMG MOON 8-1 Blood on the Moors CCC-BMG MOON 8-1 Blood on the Moors Show
Notes:

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

  • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

โœ… Insignia of Claws uncommon DDHC-HotDQ Hoard of the Dragon Queen 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.

๐Ÿ†“ Moon-Touched Rapier of the Dark Tongue common CCC-UNITE-05 House of Moonlight Trade Log Show
Notes:

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

The bearer of this weapon can speak and understand Undercommon.

๐Ÿ†“ Mystery Key common DDHC00-DoIP Dragon of Icespire Peak DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which itโ€™s inserted. Once it unlocks something, the key disappears.

๐Ÿ†“ Necklace of Fireballs (7) rare DDHC-KftGV-09 Heart of Ashes DDHC-KftGV-09 Heart of Ashes Show
Notes:

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

๐Ÿ†“ Staff of Birdcalls common DDHC00-DoIP Dragon of Icespire Peak -Woodland Manse Trade Log Show
Notes:

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

๐Ÿ†“ Thermal Cube common DDHC-ID:RotF Chapter 6 - Caves of Hunger Trade Log Show
Notes:

This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).

๐Ÿ†“ Trinket - Ewer from the Ember Temple unique DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Ewer from Amber Temple. Although it clearly possesses a
potent power, this item counts as a trinket. (D&D Adventurers League Adaption Guide Page 65)

Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewerโ€™s handle can command the ewer to fill with 1 gallon of wine, and it canโ€™t produce more wine until the next dawn.

Many unscrupulous Barovians and Vistani would kill to obtain this ewer. Others would gladly pay for it or accept it as a gift.

๐Ÿ†“ Virdian Monocle common D&D Celebration 2021 D&D Celebration 2021 Show
Notes:

When this ornate malachite monocle is worn, you can read Sylvan.

https://www.dropbox.com/s/dzy4acc7nzlu30c/WBW_DDC_Event_Award_Viridian_Monocle.png?dl=0