Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Rod of Rulership (R,A) rare CCC-TRI-03 ROC1-1 Fences and Swords CCC-TRI-03 ROC1-1 Fences and Swords Show
Notes:

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.
This ornate wooden rod is a dark green hue, about two and a half feet in length. The head of the rod is a circular, heavy scepter head, with green banding and rubies interlaid into a gold crown. The base of the rod is a gold-leafed leather pommel with a tassel.

Rod of the Pact Keeper +2 (R-A) rare DDHC-KGV-11 Affair on the Concordant Express DDHC-KGV-11 Affair on the Concordant Express Show
Notes:

Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Silvered Greatsword +3 (VR) very_rare DDHC-KGV-11 Affair on the Concordant Express DDHC-KGV-11 Affair on the Concordant Express Show
Notes:

Silvered Greatsword +3
Weapon (greatsword), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Silver Horn of Valhalla (R) rare DDHC-KGV-11 Affair on the Concordant Express DDHC-KGV-11 Affair on the Concordant Express Show
Notes:

Silver Horn of Valhalla
Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

Splint armor +1 (U) uncommon DDEX1-12 Raiders of the Twilight Marsh DDEX1-12 Raiders of the Twilight Marsh Show
Notes:

This fine suit of armor has dwarven runes etched upon it. The runes describe the glories of great battles in the North against orcs. The armor glows faintly when within 100 feet of orcs.

Studded Leather armor +2 (VR) very_rare Service Reward/TRI/Hulburg Service Reward Show
Notes:

You have a +2 bonus to AC while wearing this armor.

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

Notes: Bonus: Armor Class, Combat, Warding

Wand of Fireballs (R,A) rare SJ-DC-END-01-03 Caught in the Crossfire SJ-DC-END-01-03 Caught in the Crossfire Show
Notes:

Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. This item is found in the Dungeon Master’s Guide.

Attuning to the wand only takes 1 minute. It is made of opalescent crystal that is faintly warm to the touch. The wand turns blood red whenever its wielder gets angry.

Wand of Pyrotechnics (C) common DC-PoA-CONMAR-12 Strike-Out in Skrållahie DC-PoA-CONMAR-12 Strike-Out in Skrållahie Show
Notes:

Wand of Pyrotechnics (wand, common)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

This item is found in the Xanathar's Guide to Everything

This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns.