Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Amulet of Health (R,A) rare Trade Talina/Service Awards Trade Log Show
Notes:

Requires Attunement

Your Constitution score is 19 while you wear this Amulet. It has no Effect on you if your Constitution score is already 19 or higher.

Animated Shield (VR,A) very_rare DDEP05-02 The Ark of the Mountains DDEP05-02 The Ark of the Mountains Show
Notes:

Animated Shield
Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

flavour: The enormous shield is etched with images of Annam the All-Father holding court over the gods of the “lesser races”. While you’re attuned to the shield, you cannot tell lies.

Bag of Holding (U) uncommon Service awards 50th Service awards 50th x2 Show
Notes:

Bag Of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Boots of springing and striding (U) uncommon Wave echo cave DDHC-LMOP Lost Mine of Phandelver Show
Brooch of Shielding (U) uncommon Trade Player: Bernie McKean Character: Tharlamin Trade Log Show
Carpet of flying (VR) very_rare CCCGOC-01-03 Winds of Rot CCCGOC-01-03 Winds of Rot Show
Notes:

56-80 5 ft. x 7 ft. 600 lb. 40 feet

Cli Lyre (R,A) rare DDHC-CM Chapter 12: The Curious Tale of Wisteria Vale DDHC-CM Chapter 12: The Curious Tale of Wisteria Vale Show
Notes:

Cli Lyre
Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Dagger +3 (VR) very_rare CCC-TRI-29, Tidefall CCC-TRI-29 Tidefall Show
Notes:

Dagger +3
Weapon (dagger), very rare
This white dagger has barnacles and silver shells on its handle, and sea-green lines of emerald sea foam curling along the edge of the blade up to a barbed point. While owned, the bearer becomes obsessed with material wealth above all else. Rumors hold that this may have been one of the tips of the original elemental weapon, Drown.
You have a +3 bonus to attack and damage rolls made with this magic weapon.

Daphnaie armor (hide) (L) legendary Service Awards s11 q1 Service Award: Daphnaie armor (hide) + 30 downtime days Show
Notes:

This armor is made of pliant material from worn, laurel tree bark with stylized carvings of dancing dryads burnt into it. Small bits of green moss accentuate the wood, allowing the wearer to gain advantage on Dexterity (Stealth) checks when in a forest. This item functions as +3 armor (hide)(see the Dungeon Master’s Guide).

+3 Hide armor

Demon armor (VR, A) very_rare DDEX03-16 Assault on Maerimydra Show
Notes:

Requires Attunement

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Efreeti chain mail (L,A) legendary DDAL07-15 Streams of Crimson part DDAL07-15 Streams of Crimson part Show
Notes:

Efreeti Chain

Armor (chain mail), legendary (requires attunement)

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

Flavour

The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate
suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task.

Frost Brand Scimitar (VR,A) very_rare DDEP05-02 The Ark of the Mountains DDEP05-02 The Ark of the Mountains Show
Notes:

Frost Brand Scimitar
Weapon (any sword), very rare (requires attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Flavour:

The Red Baron of Nelanther awarded these rime-coated scimitars to his most favored pirates.

Insignia of Claws (U) uncommon Service awards 50th Service awards 50th x2 Show
Notes:

Source: Tyranny of Dragons

Wondrous item, uncommon

The jewels in this 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.

Lantern of revealing uncommon CCC-ARCON01-02 A Whale of a Tale Show
Manual of Quickness of action (VR) very_rare CCC-BMG-37-HULB-03-01 Weakness of rock Trade Log Show
Notes:

Manual of Quickness of action (traded from WildeVanders to TaC)
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.

adventuring gear (wondrous item)
Category: Items
Item Rarity: Very Rare
Weight: 5

Opal Necklace common DDAL07-15 Streams of Crimson part Show
Ring of Acid Resistance (R,A) rare Giants of the Star Forge Giants of the Star Forge Show
Notes:

You have resistance to acid damage while wearing this pearl ring.
FLAVOR: Sized for fire giants - Medium or Small Humanoid can wear one of these rings like a bangle.

Ring of Shooting Stars (VR,A) very_rare DDEP05-02 The Ark of the Mountains DDEP05-02 The Ark of the Mountains Show
Notes:

Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)

While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Flavour
This ring appears to be made of pure light with motes of twinkling radiance dancing around within. When used, rainbow-colored sparks dance around the wearer’s hand.

Robe of stars (VR, A) very_rare DDEX03-16 Assault on Maerimydra DDEX03-16 Assault on Maerimydra Show
Notes:

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Fllavour: This robe is made of rough-spun, blue wool with stars of faded gray cloth embroidered in silver.

Rod of Alertness (VR, A) very_rare DDAL00-03 Those That Came Before (Tier 3) DDAL00-03 Those That Came Before (Tier 3) Show
Notes:

Rod of Alertness
Rod, very rare (requires attunement)

This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted.

This rod has a flanged head and the following properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.