Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Sun Blade (R-A) rare Dungeon of the Mad Mage floor 18 Dungeon of the Mad Mage floor 18 Show
Notes:

Weapon (Longsword), Rare (Requires Attunement)

This item appears to be a sword hilt.

Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.

You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.

Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Mithral Chain Shirt (U) uncommon Dungeon of the Mad Mage floor 18 Dungeon of the Mad Mage floor 18 Show
Notes:

Mithral is a light, flexible metal. A mithral chain shirt can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Cloak of the bat (R-A) rare Dungeon of the Mad Mage floor 18 Dungeon of the Mad Mage floor 18, session 50 (Lyria) Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.

While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.

Propeller Helm (U-A) uncommon Dungeon of the Mad Mage floor 19 Dungeon of the Mad Mage floor 19 Show
Notes:

Propeller Helm
Wondrous item, uncommon (requires attunement by a Small humanoid)
While worn, the helm allows its wearer to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.

Sending Stones (U) uncommon Dungeon of the Mad Mage floor 19 Dungeon of the Mad Mage floor 19 Show
Notes:

Sending Stones
Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Sentinel Shield (U) uncommon Dungeon of the Mad Mage floor 6 Dungeon of the Mad Mage floor 6 Show
Rod of Rulership (R-A) rare Dungeon of the Mad Mage floor 8 T2 Dungeon of the Mad Mage floor 8 T2 Show
Notes:

Rod of Rulership
Rod, rare (requires attunement)

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

Wand of Conducting (C) common Dungeon of the Mad Mage T2 Dungeon of the Mad Mage T2 Show
Notes:

Wand of Conducting
Wand, common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.

Dagger of Venom (R) rare Dungeon of the Mad Mage T3 Dungeon of the Mad Mage T3 Show
Notes:

Dagger of Venom
Weapon (dagger), rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.

Gauntlets of Ogre Power (U-A) uncommon Dungeon of the Mad Mage T3 s30 Dungeon of the Mad Mage T3 Show
Notes:

Gauntlets of Ogre Power

Wondrous item, uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.

Wand of Magic Missiles (U) uncommon Forge of fury/trade w Frieda Trade Log Show
Notes:

Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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.

Brooch of Shielding uncommon SJ-DC-SOS-01 Starship Under Siege/Bernie McKean/Priya Trade Log Show
Notes:

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Ioun Stone of Protection (R,A) rare Trade Daeran Windheart/DDEP06-02 Return to White Plume Trade Log Show
Notes:

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. You gain a +1 bonus to AC while this dusty rose prism orbits your head.

Amulet of the Devout +2 (R,A) rare Trade Inka Trade Log Show
Ring of Protection (R,A) rare Trade, Zarana Trade Log Show
Notes:

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