Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
The Night Queen’s Eyes (U)
uncommon
Service Award
Service award
Show
Notes:
Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night(see the Dungeon Master’s Guide).
Dragon's Lullaby
uncommon
Trade Log
Show
Notes:
Dragons Lullaby (Instrument of the Bards-Mac-Fuirmidht Cittern
Wondrous Item, uncommon (requires attunement by a bard)
This cittern is pure, pearly white. A light blue, cloud like design of Shou origin is engraved on the intrument's body. When used to cast a spell, tiny pink flower petals swirl around the caster's body as it gets blown away by a farmless gust of wind. The petals' movement matches the tempo of the song being played.
Due to its magical nature, the cittern is unbreakable and while in possession of the instrument, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creature frolic in the item’s presence.
The bearer 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 the bearer’s spellcasting ability and spell save DC.
When the bearer uses the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether the bearer is using the instrument as the source of the spell or as a spellcasting focus.
Spells
Barkskin
Cure Wounds
Fly
Fog Cloud
Invisibility
Levitate
Protection from Evil and Good
Cloak of displacement (R,A)
rare
A dish best served cold (Verrin)
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement) (Table G)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.
This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
Hag's Clawblade vicious rapier (R)
rare
Service award
Service award
Show
Notes:
Hag’s Clawblade
This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties. This item functions as a vicious weapon (rapier) (see the Dungeon Master’s Guide).
When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 piercing damage.
Vault of the Eefreti (Portable hole) (R)
rare
Trade/Inka
Trade Log
Show
Notes:
This piece of fine red silk can be folded up into a handkerchief, scarf, banner, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.
Wondrous item, rare
This fine orange cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Figurine of Wondrous power, Ivory goat
rare
Tomb of Horrors
Trade Log
Show
Notes:
Ivory Goats. (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their Properties are as follows:
The goat of traveling can become a Large goat with the same Statistics as a Riding Horse. It has 24 Charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has Charges, you can use it as often as you wish. When it runs out of Charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its Charges.
The goat of travail becomes a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.
The goat of terror becomes a Giant Goat for up to 3 hours. The goat can’t Attack, but you can remove its horns and use them as Weapons. One horn becomes a +1 lance, and the other becomes a +2 Longsword. Removing a horn requires an action, and the Weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature Hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be Frightened of the goat for 1 minute, or until the goat reverts to figurine form. The Frightened creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. Once it successfully saves against the Effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.
Bracers of Defense (R,A)
rare
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Bracers of Defense
Wondrous Item, Rare (Requires Attunement)
These steel bracers make a slight humming while worn.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Glamored studded leather armor (R)
rare
DMG
Service Award
Show
Notes:
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus Action to speak the armor’s Command word and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory Appearance lasts until you use this property again or remove the armor.
AC: 12
Category: Items
Item Rarity: rare
Modifiers: AC +1
Weight: 13
Portable Hole (R)
rare
DDAL-DRW-17 Expedition to the Supreme Forge
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Portable Hole
Wondrous Item, Rare
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.
Staff of the Woodlands (R,A)
rare
CCC-BMG-MOON12-1 Nothing Is Sacred
CCC-BMG-MOON12-1 Nothing Is Sacred
Show
Notes:
Staff of the Woodlands
Staff, rare (requires attunement by a druid)
Two snake-like branches entwined together comprise the stalk of the staff. One branch is brown and the other is bright green. On the top of the staff sprout tiny limbs with equally tiny leaves; one side red and gold and the other spring green.
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.
Longbow +2 (R)
rare
CCC-BMG-MOON12-2 A Gift from the Queen
CCC-BMG-MOON12-2 A Gift from the Queen
Show
Notes:
Deep’s Reach (Longbow +2)
Weapon, longbow, rare
The limbs of this longbow are made from hundreds of small octopus tentacles that chaotically twist and writhe when the mother of pearl grip is held.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Wand of the War Mage +2 (R-A)
rare
CCC-ROZK-01-01 Binder's Torment
CCC-ROZK-01-01 Binder's Torment
Show
Notes:
Wand of the War Mage +2
Wand, rare (requires attunement by a spellcaster)
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Atlas of Endless Horizons (R-A)
rare
BMG-DRWEP-OD-03 The Undead in Our Closets
BMG-DRWEP-OD-03 The Undead in Our Closets
Show
Notes:
Atlas of Endless Horizons
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Harengon's Freedom (VR)
very_rare
Trade Rees/ Gwynevyre, DM reward
Trade Log
Show
Notes:
The hilt of this shortsword is decorated with images of frolicking harengon and the blade is constructed of a
shimmering dark purple crystal. When wielded, you gain a +2 bonus to initiative if you’re not incapacitated.
This item functions as a +3 weapon (shortsword) (see the Dungeon Master’s Guide).
Instrument of the bards, Anstruth harp (VR,A)
very_rare
DDAL FR SA - 11.A/trade
Trade Log
Show
Notes:
Wondrous item, rarity varies (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.
Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns
Traded via Sofus
Character : Gon, du clan Lacoste
Player : Frenchy Bob
Ioun Stone of Intellect (VR,A)
very_rare
DDAL-DRW-17 Expedition to the Supreme Forge
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Ioun Stone of Intellect
Wondrous Item, Very Rare (Requires Attunement)
This translucent green stone came from the Far Realm.
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 Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
All purpose tool +3 (VR-A)
very_rare
BMG-DRWEP-OD-03 The Undead in Our Closets
BMG-DRWEP-OD-03 The Undead in Our Closets
Show
Notes:
All-Purpose Tool +3
Wondrous item, very rare (requires attunement by an artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Instrument of the Bards (Anstruth Harp) (VR,A)
very_rare
DDAL-DRW-18 Against the Machine
DDAL-DRW-18 Against the Machine
Show
Notes:
Instrument of the Bards (Anstruth Harp)
Wondrous Item, Very Rare (Requires Attunement by a Bard)
The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.
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. 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 the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. 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.
Tome of Leadership and Influence (VR)
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Wondrous item, very rare
The red leather that covers this tome is embossed with a smiling man with a third eye.
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.
Rythm-makers Drum +3 (VR-A)
very_rare
Trade Terra/DDHC-KGV-13 Fire and Darkness
Trade Log
Show
Notes:
Rhythm-Maker's Drum +3
Wondrous item, very rare (requires attunement by a bard)
While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
The Night Queen’s Eyes (U) | uncommon | Service Award | Service award | Show | ||
Notes:
Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night(see the Dungeon Master’s Guide). |
||||||
Dragon's Lullaby | uncommon | Trade Log | Show | |||
Notes:
Dragons Lullaby (Instrument of the Bards-Mac-Fuirmidht Cittern Wondrous Item, uncommon (requires attunement by a bard) This cittern is pure, pearly white. A light blue, cloud like design of Shou origin is engraved on the intrument's body. When used to cast a spell, tiny pink flower petals swirl around the caster's body as it gets blown away by a farmless gust of wind. The petals' movement matches the tempo of the song being played. |
||||||
Cloak of displacement (R,A) | rare | A dish best served cold (Verrin) | Trade Log | Show | ||
Notes:
Wondrous Item, rare (requires attunement) (Table G) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||
Hag's Clawblade vicious rapier (R) | rare | Service award | Service award | Show | ||
Notes:
Hag’s Clawblade When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 piercing damage. |
||||||
Vault of the Eefreti (Portable hole) (R) | rare | Trade/Inka | Trade Log | Show | ||
Notes:
This piece of fine red silk can be folded up into a handkerchief, scarf, banner, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan. Wondrous item, rare You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
||||||
Figurine of Wondrous power, Ivory goat | rare | Tomb of Horrors | Trade Log | Show | ||
Notes:
Ivory Goats. (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their Properties are as follows: The goat of traveling can become a Large goat with the same Statistics as a Riding Horse. It has 24 Charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has Charges, you can use it as often as you wish. When it runs out of Charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its Charges. The goat of travail becomes a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. The goat of terror becomes a Giant Goat for up to 3 hours. The goat can’t Attack, but you can remove its horns and use them as Weapons. One horn becomes a +1 lance, and the other becomes a +2 Longsword. Removing a horn requires an action, and the Weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature Hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be Frightened of the goat for 1 minute, or until the goat reverts to figurine form. The Frightened creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. Once it successfully saves against the Effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. |
||||||
Bracers of Defense (R,A) | rare | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
Notes:
Bracers of Defense These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
||||||
Glamored studded leather armor (R) | rare | DMG | Service Award | Show | ||
Notes:
Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus Action to speak the armor’s Command word and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory Appearance lasts until you use this property again or remove the armor. AC: 12 |
||||||
Portable Hole (R) | rare | DDAL-DRW-17 Expedition to the Supreme Forge | DDAL-DRW-17 Expedition to the Supreme Forge | Show | ||
Notes:
Portable Hole The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened. |
||||||
Staff of the Woodlands (R,A) | rare | CCC-BMG-MOON12-1 Nothing Is Sacred | CCC-BMG-MOON12-1 Nothing Is Sacred | Show | ||
Notes:
Staff of the Woodlands Two snake-like branches entwined together comprise the stalk of the staff. One branch is brown and the other is bright green. On the top of the staff sprout tiny limbs with equally tiny leaves; one side red and gold and the other spring green. 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. |
||||||
Longbow +2 (R) | rare | CCC-BMG-MOON12-2 A Gift from the Queen | CCC-BMG-MOON12-2 A Gift from the Queen | Show | ||
Notes:
Deep’s Reach (Longbow +2) The limbs of this longbow are made from hundreds of small octopus tentacles that chaotically twist and writhe when the mother of pearl grip is held. You have a +2 bonus to attack and damage rolls made with this magic weapon. |
||||||
Wand of the War Mage +2 (R-A) | rare | CCC-ROZK-01-01 Binder's Torment | CCC-ROZK-01-01 Binder's Torment | Show | ||
Notes:
Wand of the War Mage +2 This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
||||||
Atlas of Endless Horizons (R-A) | rare | BMG-DRWEP-OD-03 The Undead in Our Closets | BMG-DRWEP-OD-03 The Undead in Our Closets | Show | ||
Notes:
Atlas of Endless Horizons This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
||||||
Harengon's Freedom (VR) | very_rare | Trade Rees/ Gwynevyre, DM reward | Trade Log | Show | ||
Notes:
The hilt of this shortsword is decorated with images of frolicking harengon and the blade is constructed of a |
||||||
Instrument of the bards, Anstruth harp (VR,A) | very_rare | DDAL FR SA - 11.A/trade | Trade Log | Show | ||
Notes:
Wondrous item, rarity varies (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. Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns Traded via Sofus |
||||||
Ioun Stone of Intellect (VR,A) | very_rare | DDAL-DRW-17 Expedition to the Supreme Forge | DDAL-DRW-17 Expedition to the Supreme Forge | Show | ||
Notes:
Ioun Stone of Intellect This translucent green stone came from the Far Realm. 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 Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. |
||||||
All purpose tool +3 (VR-A) | very_rare | BMG-DRWEP-OD-03 The Undead in Our Closets | BMG-DRWEP-OD-03 The Undead in Our Closets | Show | ||
Notes:
All-Purpose Tool +3 This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. |
||||||
Instrument of the Bards (Anstruth Harp) (VR,A) | very_rare | DDAL-DRW-18 Against the Machine | DDAL-DRW-18 Against the Machine | Show | ||
Notes:
Instrument of the Bards (Anstruth Harp) The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song. 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. 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 the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. 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. |
||||||
Tome of Leadership and Influence (VR) | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
Notes:
Wondrous item, very rare |
||||||
Rythm-makers Drum +3 (VR-A) | very_rare | Trade Terra/DDHC-KGV-13 Fire and Darkness | Trade Log | Show | ||
Notes:
Rhythm-Maker's Drum +3 While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. |