Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Broom of Flying uncommon Vom Mage CCC-RPSG-01-Ooze-There Show
Hat of Vermin common AL Common Magic item Show
+1 Wand of the War Mage common Renown Items Show
Dryad Cloak (Cloak of Protection) uncommon Trade Log Show
Notes:

Wondrous Item, Major, Uncommon (Requires Attunement)
This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream.
You gain a +1 bonus to AC and saving throws while you wear this cloak.

Ring of Spellstoring rare Trade Log Show
Notes:

Dark Mother’s Ring of Spell Storing
wondrous Item, rare (Requires Attunement)

This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one’s finger when worn.

While wearing this ring, the wearer can speak and understand Undercommon.

If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to their better judgment.

These effects are not strong enough to override existing character traits.

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains disguise self, silence and spider climb.

Any creature can Cast a Spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Staff of Frost very_rare DDHC-TYP Against the Giants Show
Notes:

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Nolzur's Marvelous Pigments 3 very_rare DDHC-TYP Against the Giants Show
Notes:

ypically 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.
Found On: Magic Item Table D

Wand of Paralysis rare DDHC-TYP Against the Giants Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Found On: Magic Item Table G

+1 Plate Armor rare DDHC-TYP Against the Giants Show
Notes:

You have a +1 bonus to AC while wearing this armor.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

The wearer has disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Horseshoes of a Zephyr very_rare DDHC-TYP Against the Giants Show
Notes:

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

Tome of Leadership and Influence very_rare CCC-ROZK-01-2 Zhentarim's Lament Trade Log 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.

Unlocked Magic Items