Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Velahr’Kerym (Flame Tongue Longsword) (R-A) rare DDAL00-02d Echoes of the Weeping War DDAL00-02d Echoes of the Weeping War Show
Notes:

Velahr’Kerym (Flame Tongue Longsword)
Weapon (Longsword), rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever i is drawn from its scabbard.

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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

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.

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.

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.

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.

Rope of entanglement (R) rare DDAL07-07 Rotting Roots DDAL07-07 Rotting Roots Show
Notes:

Wondrous item, rare

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

flavour:

This rope is fashioned from a 30-foot length of wilted, thorny vine. Upon entangling a creature that isn’t undead or a construct, the thorns dig into its target’s flesh and appear to feed—the vine grows green, its leaves become full and vibrant, and colorful, aromatic flowers blossom along its length.

Dragonhide Belt +2 (R-A) rare BMG-MOON-MD-05 Fleeing Snowdown BMG-MOON-MD-05 Fleeing Snowdown Show
Notes:

This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity.

In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.

Flavor: This pit champion’s belt is made from gold dragon hide.

Bracers of Defense (R-A) rare DDAL00-02c Spawn of the Maimed Virulence DDAL00-02c Spawn of the Maimed Virulence Show
Notes:

Bracers of Defense
Wondrous Item, rare (requires attunement)
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

Medallion of Thought (U,A) uncommon CCC-BMG-MOON11-3 A Darkened Heart CCC-BMG-MOON11-3 A Darkened Heart Show
Notes:

Medallion of Thoughts
Wondrous Item, uncommon (requires attunement)

This medallion is made out of polished silver and shaped like a small mirror. Any thoughts detected by the device appear in the mirrored surface as either images or the surface fogs over and words appear.

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

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.

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.

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

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.

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.

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