Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Chultan midwinter candle (of deep) (C) common Winter festival DDAL00-04 Winter's Flame Show
Notes:

Wondrous item, common
A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would. This item can be found in Xanathar’s Guide to Everything

Wand of detection (U) uncommon Sokol Keep DDEX01-02 Secrets of Sokol Keep Show
Notes:

This wand has 3 Charges. While holding it, you can expend 1 charge as an action to cast the Detect Magic spell from it. The wand regains 1d3 expended Charges daily at dawn.

Attributes
adventuring gear (wand)
Category: Items
Item Rarity: Uncommon
Weight: 1

Veteran's cane (C) common CCC-ARCON-01-01 (early version) Trade Log Show
Notes:

When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.

Brooch of Shielding (U, A) uncommon DDAL05-03 Uninvited Guests DDAL05-03 Uninvited Guests Show
Notes:

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

This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were. A

Ring of Jumping (U,A) uncommon DDAL05-10 Giant Diplomacy DDAL05-10 Giant Diplomacy Show
Notes:

Requires Attunement

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Flavour: This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away

Gauntlets of Ogre Power (U,A) uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
Notes:

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.

Flavour: These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.

Bracers of Defense (R,A) rare DRW-14 The City That Should Not Be/trade Trade Log Show
Notes:

Name: Scott Powell
DCI: 1319697778
Character: El'Lyn

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield

Ring of X-ray vision (R,A) common DDAL-DRW-10 Unsafe Harborage DDAL-DRW-10 Unsafe Harborage Show
Notes:

Ring of X-ray Vision
Ring, rare (requires attunement)
This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.”
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.

Mantle of Spell Resistance (R,A) rare DDAL-DRW-11 Shadows in the Stacks DDAL-DRW-11 Shadows in the Stacks Show
Notes:

Mantle of Spell Resistance
Wondrous item, rare (requires attunement)

This cloak is wrought from cloth as dark as a starless night sky.

You have advantage on saving throws against spells whileyou wear this cloak.

Wand of Winter (R,A) rare DDAL-DRW-12 To Walk the Cold Dark DDAL-DRW-12 To Walk the Cold Dark Show
Notes:

Wand of Winter
Wand, rare (requires attunement)

This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.

This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.

Casting Cantrips from Magic Items

Spells, including cantrips, cast from a magic item are cast at their lowest possible level unless the item states otherwise. A cantrip’s spell level is always 0, and if cast from an item, it doesn’t improve based on the user’s character level.

The wand of winter offers the ability to cast two versions of ray of frost. If ray of frost is cast without expending a charge, it’s the same as if a 1st-level character had cast it. If a charge is expended, it’s as if a 5th-level character had cast it—the damage increases to 2d8, but the spell’s level is still 0.

Driftglobe (U) uncommon Trade/CM Trade Log 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.

Orb of the Stein Rune (R,A) rare DDAL05-14 Reeducation/Trade Verrin Trade Log Show
Notes:

This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person.

Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

Stone Soul. You can’t be petrified.

Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.

Gift of Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.

Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.

Ring of Evasion Ring (R,A) rare Trade/Miranda/DDAL-DRW-16 Uprising Trade Log Show
Notes:

Ring of Evasion Ring, Rare (Requires Attunement) Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Crystal Scimitar (R,A) rare PO-BK2-01 The Thayan Connection PO-BK2-01 The Thayan Connection Show
Notes:

This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.

While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.

Moon-Touched Longsword (C) common PO-BK2-02 Some Assembly Required PO-BK2-02 Some Assembly Required Show
Notes:

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Atlas of Endless Horizons (R,A) rare PO-BK2-02 Some Assembly Required PO-BK2-02 Some Assembly Required Show
Notes:

wondrous item, rare (requires attunement by a wizard), ,
Value/Weight: 3 lb.

Details:
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

Mace of Smiting (R) uncommon DDAL07-06 Fester and Burn DDAL07-06 Fester and Burn Show
Notes:

Mace of Smiting
Rare,

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Flavour:

The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.

Staff of the Woodlands (R,A) rare DDAL07-08 Putting the Dead to Rest DDAL07-08 Putting the Dead to Rest Show
Notes:

Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Flavour
This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches— complete with tiny, string bridges connecting tiny, straw houses.

Staff of the Woodlands (R,A) rare DDEP07-01 Peril at the Port, dinosaur pens DDEP07-01 Peril at the Port Show
Notes:

Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Figurine of Wonderous Power (Silver Raven) (U) uncommon CCC-BMG-MOON11-2 A Darkened Court CCC-BMG-MOON11-2 A Darkened Court Show
Notes:

Figurine of Wonderous Power (Silver Raven)
Wondrous item, uncommon

A figurine of wonderous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

This silver statuette of a raven can become a raven for up to 12 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until 2 days have passed.

While in raven form, the figurine allows you to cast animal messenger on it at will.

If this figurine hasn’t been activated in more than 24 hours, it becomes intermittently animated and hops around while still in statuette form.