Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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.
Staff of Charming (R,A)
rare
DDAL09-11 Losing Fai
DDAL09-11 Losing Fai
Show
Notes:
Staff of Charming
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
dndbeyond
Ioun stone of protection (R,A)
rare
DDAL00-11d The Love Triangle Contract (Pipyap's Guide)
DDAL00-11d The Love Triangle Contract (Pipyap's Guide)
Show
Notes:
Ioun Stone of protection
Requires Attunement
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.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Made from a chunk of Malbolgian rock, the owner can command it to ignite with hell fire as an action. The fire is as bright as a torch and ignites flammable objects. While ignited the stone radiates evil.
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.
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.
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.
Dwarven Thrower (VR-A)
very_rare
Dungeon of the Mad Mage floor 15
Dungeon of the Mad Mage floor 15
Show
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Tome of Clear Thought (VR)
very_rare
Dungeon of the Mad Mage floor 16-17
Dungeon of the Mad Mage floor 16-17
Show
Notes:
Wondrous item, very rare
This book contains memory and logic exercises, 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Manual of Gainful Exercise (VR)
very_rare
Dungeon of the Mad Mage floor 16-17
Dungeon of the Mad Mage floor 16-17
Show
Notes:
Wondrous item, very rare
This book describes fitness exercises, 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 guide-lines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
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| 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. |
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| Staff of Charming (R,A) | rare | DDAL09-11 Losing Fai | DDAL09-11 Losing Fai | Show | ||
|
Notes:
Staff of Charming While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. dndbeyond |
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| Ioun stone of protection (R,A) | rare | DDAL00-11d The Love Triangle Contract (Pipyap's Guide) | DDAL00-11d The Love Triangle Contract (Pipyap's Guide) | Show | ||
|
Notes:
Ioun Stone of protection Requires Attunement 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. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. Made from a chunk of Malbolgian rock, the owner can command it to ignite with hell fire as an action. The fire is as bright as a torch and ignites flammable objects. While ignited the stone radiates evil. |
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| 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) 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) This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim. |
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| 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 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. |
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| 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. |
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| Dwarven Thrower (VR-A) | very_rare | Dungeon of the Mad Mage floor 15 | Dungeon of the Mad Mage floor 15 | Show | ||
|
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) |
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| Tome of Clear Thought (VR) | very_rare | Dungeon of the Mad Mage floor 16-17 | Dungeon of the Mad Mage floor 16-17 | Show | ||
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Notes:
Wondrous item, very rare |
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| Manual of Gainful Exercise (VR) | very_rare | Dungeon of the Mad Mage floor 16-17 | Dungeon of the Mad Mage floor 16-17 | Show | ||
|
Notes:
Wondrous item, very rare |
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