Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Studded Leather +2 very_rare Trading post CWF 24 Trade Log Show
Notes:

12+2 AC

Cloak of Displacement (R,A) rare Trade/Reward for completing Waterdeep: Dragon Heist Hardcover Trade Log Show
Notes:

PC name: Alastor Oakstaff
Name: Jonathan So

Requires Attunement

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.

Carpet of Flying 400/60 (VR) very_rare Trade Miranda/Service Rewards Trade Log Show
Notes:

You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.

Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

4 ft. × 6 ft. 400 lb. 60 feet

Giant's Bane (Longbow +2 w Sentinel/Giants) (R) rare Trade/CCC-GHC-09 Swamp of Death Trade Log Show
Notes:

User: Deives Michellis
DCI: 9319670174
Character: Pip

You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it. For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls.

Fiddle of the Lost Prince (Instrument of Scribing) (C-A) common SJ-DC-CONMAR-01 Who Killed Marcus? SJ-DC-CONMAR-01 Who Killed Marcus? Show
Notes:

Fiddle of the Lost Prince (Instrument of Scribing)
Wondrous Item, Common (Requires Attunement)

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. It goes EGA – EGBA – EGA – GE.

Horizan caller +2 Pike rare SJ-DC-CONMAR-01 Who Killed Marcus? SJ-DC-CONMAR-01 Who Killed Marcus? Show
Notes:

Weapon (pike), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

War Leader (Minor Property). The bearer can use an action to cause their voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

Horizon Called. This pike formerly had an angel trapped inside. Aeons ago, it was used by a famous orc paladin in a great battle against a demon lord whose name has been erased from history. The divine soul has long left, but the voice that rallied the hundred armies can still be summoned by its innate magic.

Githyanki Earring (Ear Horn of Hearing) (C) common FR-DC-BG The Flying Flame FR-DC-BG The Flying Flame Show
Notes:

Githyanki Earring (Ear Horn of Hearing)
Wondrous Item, Common
This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.
Sentinel Minor Property. This item glows faintly when aberrations are within 120 feet of it.

Dragonhide Belt +3 (VR-A) very_rare FR-DC-BG The Flying Flame FR-DC-BG The Flying Flame Show
Notes:

Dragonhide Belt +3
Wondrous Item, very rare (requires attunement by a Monk)

This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing.

This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features.

In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.

Harmonious Minor Property. Attuning to this item takes only 1 minute.

Ring of Protection +1 (R,A) rare (ex-reknown) Trade Log Show
Notes:

Character: Theophrastus
Player: Wull
DCI: 1300478728

While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and Saving Throws.

Ring of Telekinesis (VR-A) very_rare DDHC-KGV-13 Fire and Darkness DDHC-KGV-13 Fire and Darkness Show
Notes:

Ring of Telekinesis
Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Brazier of Commanding Fire Elementals (R) rare DDHC-KGV-13 Fire and Darkness DDHC-KGV-13 Fire and Darkness Show
Notes:

Brazier of Commanding Fire Elementals
Wondrous item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

Bracers of Archery (UA) uncommon DDEP10-01 Terror in Ten Towns Trade Log Show
Notes:

These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

User:KayzerSoiree
DCI:9320822799
Character:King

Scimitar +3 (VR) very_rare DDEP06-02 Return to White Plume/Trade mada Trade Log Show
Notes:

Weapon (Scimitar), rare You gain a +3 bonus to attack and damage rolls made with this weapon. This item can be found in the Dungeon Masters Guide. Formerly owned by an efreeti the sword glows with a dull red if a marid is within 60 feet.

Boots of levitation (R, A) rare DDAL10-08 Volatile Thoughts DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous item, rare (requires attunement)

These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

You rise vertically, up to 20 feet, and remains suspended there for the Duration. The spell can levitate a target that weighs up to 500 pounds.
You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change your altitude by up to 20 feet in either direction on your turn. You can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, you floats gently to the ground if you are still aloft.

Illuminators Tattoo (C,A) common DDAL10-01 The Frozen North DDAL10-01 The Frozen North Show
Notes:

This tattoo contains beautiful calligraphy, images of writing implements, and the like. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.

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 you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.

Glamored studded leather +1 (R) rare DDAL08-11 Poisoned Words DDAL08-11 Poisoned Words Show
Notes:

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 last until you use this property again or remove the armor.

Wand of Polymorph (VR,A) very_rare DDAL07-13 Old Bones and Older Tomes DDAL07-13 Old Bones and Older Tomes Show
Notes:

Wand of Polymorph
Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

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.

Flavour text
Having this wand on one’s person causes fits of restless sleep—where the owner’s nights are filled with wonderful dreams of soaring above the canopy on wide, feathered wings; burrowing among the roots of immense trees with wide, thick claws; and the other goings on that jungle critters seem to enjoy so much. Aside from this, the slender, foot-long length of grey stone is otherwise unexceptional.

Staff of Striking (VR, A) very_rare DDAL07-12 In Search of Secrets DDAL07-12 In Search of Secrets Show
Notes:

Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Flavour: This staff appears wholly unexceptional. The wood haft is gnarled and irregular, and the thin strip of leather wrapped around its midpoint is frayed and cracked. When rapidly spun in the hands of a skilled user, the staff creates a buzzing drone audible to all within 100 feet. If spun for more than a few moments, the drone turns into a sonorous, chanted prayer to Ubtao.

Krahharuan Fork (Pike +3) (VR) very_rare DDAL07-10 Fire, Ash, and Ruin DDAL07-10 Fire, Ash, and Ruin Show
Notes:

Krahharuan Fork (Pike +3)
Weapon (pike), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

flavour: Forged of black, pitted iron, the haft of this doubletined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze.

Frost Brand Rapier - Bitter Wrath (VR,A) very_rare DDAL07-09 Unusual Opposition DDAL07-09 Unusual Opposition Show
Notes:

Frost Brand Rapier - Bitter Wrath

Weapon (rapier), 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

This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away.