Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Death's Head (Mace of Disruption) (R,A) rare CCC-GHC-BK1-02 The Tithes That Bind/Trade Talina Trade Log Show
Notes:

Weapon (mace), rare (requires attunement)

When you hit a fiend or an Undead with this Magic Weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Special: This item has the harmonious minor property. Attuning to it takes only 1 minute.

Driftwood Staff (Staff of Healing) (R,A) rare CCC-DES-01-02 A Sanity Never Questioned CCC-DES-01-02 A Sanity Never Questioned Show
Notes:

Driftwood Staff (Staff of Healing)
Staff, Rare, (Requires Attunement by a Bard, Cleric, or Druid)

This staff resembles nothing more than a long piece of weather worn driftwood. Perpetually damp bits of seasweed dot the head of the staff.

This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier:

Cure Wounds (1 charge per Spell Level, up to 4th)
Lesser Restoration (2 charges)
Mass Cure Wounds (5 charges).
The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.

This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.

Whip of warning (U, A) uncommon Barovia DDAL04-02 The Beast Show
Notes:

Weapon (whip), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within. A description of this item can be found in the Dungeon Master’s Guide.

Sapphire Buckler (VR,A) very_rare Service Rewards Show
Notes:

Armor (shield), very rare (requires attunement)

This crystalline blue Shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the Influence of Aberrations. While wielding the Shield, you have Resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your Reaction to deal 2d6 thunder damage to that creature.

As an Action, you can use the Shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the Shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.