Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Staff of Adornment (C)
common
SJ-DC-MONSTER-01 Phoenix
SJ-DC-MONSTER-01 Phoenix
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Notes:
Staff, Common
If you place a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Staff (simple, Arcane Spell Focus, Druidic Spell Focus)
Damage: 1d6
Damage Type: Bludgeoning
Item Rarity: Common
Properties: Versatile
Weight: 4
Necklace of Prayer beads (R,A)
rare
Trade Frieda/White Plume Mountain
Trade Log
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Notes:
3x bless
Greater restoration
Planar Ally
Wind Walking
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
Opal of the Ild Rune
rare
Trade KK/Eljin, DDAL05-11 Forgotten Traditions
Trade Log
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Notes:
Wondrous item, rare (requires attunement) This triangular fire opal measures about three inches on each side and is half and inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties - Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. - Fire’s Friend. You have resistance to cold damage. - Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in the radish. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item which gains a benefit based on its form: - Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits - Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Ingot of the Sköld Rune (R,A)
rare
trade, Verrin, Chapter 8: Forge of the Fire Giants
Trade Log
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Notes:
Ingot of the Sköld Rune (R,A)
Verrin, Chapter 8: Forge of the Fire Giants
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person.
Runic Shield. You have a +1 bonus to AC.
Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.
Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.
Plate +2 (VR)
very_rare
Trading post CWF24
Trade Log
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Notes:
18+2 AC
Boots of Speed (R,A)
rare
WBW-DC-CONMAR-14 Minuet of Misty Mountain
WBW-DC-CONMAR-14 Minuet of Misty Mountain
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
The boots are red and have a golden clover woven into them. The boots look like sneakers.
Flurried fur (smoldering armor)
common
Winter's Flame
Trade Log
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Notes:
Armor (any light or medium), common (you choose what type of armour you would like!)
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. This item can be found in Xanathar’s Guide to Everything. (Wisps of harmless, odorless smoke rise from this armor while it is worn.)
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Staff of Adornment (C) | common | SJ-DC-MONSTER-01 Phoenix | SJ-DC-MONSTER-01 Phoenix | Show | ||
|
Notes:
Staff, Common If you place a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. Staff (simple, Arcane Spell Focus, Druidic Spell Focus) |
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| Necklace of Prayer beads (R,A) | rare | Trade Frieda/White Plume Mountain | Trade Log | Show | ||
|
Notes:
3x bless Necklace of Prayer Beads This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. |
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| Opal of the Ild Rune | rare | Trade KK/Eljin, DDAL05-11 Forgotten Traditions | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) This triangular fire opal measures about three inches on each side and is half and inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties - Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. - Fire’s Friend. You have resistance to cold damage. - Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in the radish. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item which gains a benefit based on its form: - Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits - Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. |
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| Ingot of the Sköld Rune (R,A) | rare | trade, Verrin, Chapter 8: Forge of the Fire Giants | Trade Log | Show | ||
|
Notes:
Ingot of the Sköld Rune (R,A) This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person. Runic Shield. You have a +1 bonus to AC. Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest. Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it. |
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| Plate +2 (VR) | very_rare | Trading post CWF24 | Trade Log | Show | ||
|
Notes:
18+2 AC |
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| Boots of Speed (R,A) | rare | WBW-DC-CONMAR-14 Minuet of Misty Mountain | WBW-DC-CONMAR-14 Minuet of Misty Mountain | Show | ||
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Notes:
Wondrous Item, rare (requires attunement) |
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| Flurried fur (smoldering armor) | common | Winter's Flame | Trade Log | Show | ||
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Notes:
Armor (any light or medium), common (you choose what type of armour you would like!) |
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