Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Amulet of the Devout +2 (R,A) rare Trade Inka Trade Log Show
Bag of Holding (U) uncommon DDHC-KGV-01 The Murkmire Malevolence/Trade w Arjeesh Trade Log Show
Notes:

Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

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.

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.

Dagger of Venom (R) rare DDAL04-11 The Donjon DDAL04-11 The Donjon Show
Notes:

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. 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 become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

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.

Driftglobe (U) uncommon DDAL04-10 The Artifact DDAL04-10 The Artifact Show
Notes:

Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Does not count as one of the magic items.

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.

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.

Glamoured Studded Leather +1 (R) rare DDAL04-09 The Tempter DDAL04-09 The Tempter 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 lasts until you use this property again or remove the armor.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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.

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.

Mithril Plate armor (U) uncommon DDHC-DMM Dungeon of the Mad Mage fl 10 DDHC-DMM Dungeon of the Mad Mage fl 10 Show
Notes:

18 AC

Ring of Free Action (R,A) rare DDAL09-10 Tipping the Scales DDAL09-10 Tipping the Scales Show
Notes:

This ring is fashioned from a single piece of bone-white chalk. While worn, the wearer feels fleeting pangs of nausea when around food or other situations where strong odors are present.

While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

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.

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.

Sentinel Shield (U) uncommon Dungeon of the Mad Mage floor 6 Dungeon of the Mad Mage floor 6 Show
Soul coin common DDAL09-11 Losing Fai DDAL09-11 Losing Fai Show
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.

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