Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Carpet of Flying 4x6 (VR)
very_rare
Rise of Tiamat, ch.2
Storm King's Thunder - Legacy Edition, Rise of Tiamat, ch.2
Show
Notes:
Wondrous item, very rare
You can speak the carpet’s Command word as an Action to make the carpet hover and fly. It moves according to your spoken Directions, provided that you are within 30 feet of it.
Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly.
21-55 4 ft. x 6 ft. 400 lb 60 feet
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity.
Tome of Clear Thought (VR)
very_rare
S11 Rewards B
Service Reward
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.
Amulet of Health (R,A)
rare
Service award
Service award
Show
The Blink Dog’s Guide to Transversing the Feywild (R)
rare
Service Award
Purchase Log
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
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 spell book 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.
This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons(see Tasha’s Cauldron of Everything).
Sprite's Rescue -Ring of feather falling (R,A)
rare
Service Awards
Service Award
Show
Notes:
A beautiful ring made of gilded sprite wings. When activated, translucent sprite wings sprout from your back. The ring faintly glows emerald green when a fey creature is within 30 feet of you. This item functions as if a ring of feather falling(see the Dungeon Master’s Guide).
Requires Attunement
When you fall while wearing this ring, you descend 60 feet per round and take no damage from Falling.
Staff of Healing (R,A)
rare
Storm King's Thunder - Legacy Edition: Session
Storm King's Thunder - Legacy Edition: Session 15
Show
Notes:
Staff, rare (requires Attunement by a bard, Cleric, or druid)
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), or 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.
Oathbow (VR,A)
very_rare
Storm King's Thunder - Legacy Edition: Session 9
Storm King's Thunder - Legacy Edition: Session 10
Show
Notes:
Weapon (longbow), very rare (requires attunement)
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged Attack, you can, as a Command phrase, say, “Swift death to you who have wronged me.” The target of your Attack becomes your Sworn Enemy until it dies or until dawn seven days later. You can have only one such Sworn Enemy at a time. When your Sworn Enemy dies, you can choose a new one after the next dawn.
When you make a ranged Attack roll with this weapon against your Sworn Enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to Long Range. If the Attack hits, your Sworn Enemy takes an extra 3d6 piercing damage.
While your Sworn Enemy lives, you have disadvantage on Attack rolls with all other Weapons.
Amulet of Proof against Detection and Location (U,A)
uncommon
Thither
DDHC WBW
Show
Notes:
Amulet of Proof against Detection and Location
Wondrous item, uncommon (requires attunement)
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Ioun Stone of Intellect (VR,A)
very_rare
Trade/DDAL-DRW-17 Expedition to the Supreme Forge
Trade Log
Show
Notes:
Name: Scott Powell
DCI: 1319697778
Character: El'Lyn
This translucent green stone came from the Far Realm
Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue Sphere orbits your head.
Wand of the Warmage +1 (U,A)
uncommon
Trade/Icewind Dale: Rime of the Frostmaiden
Trade Log
Show
Notes:
Character: Spot (Dwarf Wizard)
Player name: Rasmus Søgaard Jacobsen
Requires Attunement by a Spellcaster
While you are holding this wand, you gain a +1 bonus to spell Attack rolls. In addition, you ignore half cover when making a spell Attack.
Bracers of Defence (R,A)
rare
Trade Lyria
Trade Log
Show
Notes:
Bracers of Defense
Wondrous Item, rare (requires attunement)
These leather bracers are stitched with a symbol of an open hand, bloodlessly pierced through the palm with a heart shaped hole. The bracers fill the wearer with the belief that that is love eternal, regardless of creed, nationality, or vital signs. A description of this item can be found in the Dungeon Master’s Guide.
Portable hole (R)
rare
Trade Rees:Helja Ironfist/Expedition to the Supreme Forge
Trade Log
Show
Notes:
Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Bracers of Archery (U,A)
uncommon
Trade/rockchalk
Trade Log
Show
Notes:
https://www.adventurersleaguelog.com/users/40855/characters/108954/character_log_entries/1111007
Wondrous Item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Feywild shard (U,A)
uncommon
WBW-DC-CONMAR-07 Impelled Reflections
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement by a sorcerer)
Other than the normal qualities of a Feywild Shard, this one has white streak of what looks like Limestone embedded in it's structure, which occasionally seems to fall off in flakes
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn.
Notes: sorcerer
Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
Wand of Whimsy (C)
common
WBW-PR-Lost things
WBW-PR-Lost things
Show
Notes:
Wondrous Item, common
This wand has 8 charges. While holding it, you can use an action to expend 1 of its charges and create one of the following effects:
• Change the hair color or hair style of a creature you can see within 50 feet
• Cause a small cloud of butterflies to flutter from the tip of the wand
• Conjure a brief, tinkling melody from the wand
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 transforms into a cloud of butterflies, which flutter away.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Carpet of Flying 4x6 (VR) | very_rare | Rise of Tiamat, ch.2 | Storm King's Thunder - Legacy Edition, Rise of Tiamat, ch.2 | Show | ||
Notes:
Wondrous item, very rare You can speak the carpet’s Command word as an Action to make the carpet hover and fly. It moves according to your spoken Directions, provided that you are within 30 feet of it. Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity. |
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Tome of Clear Thought (VR) | very_rare | S11 Rewards B | Service Reward | 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. |
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Amulet of Health (R,A) | rare | Service award | Service award | Show | ||
The Blink Dog’s Guide to Transversing the Feywild (R) | rare | Service Award | Purchase Log | Show | ||
Notes:
Source: Tasha's Cauldron of Everything Wondrous item, rare (requires attunement by a wizard) 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 spell book 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. This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons(see Tasha’s Cauldron of Everything). |
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Sprite's Rescue -Ring of feather falling (R,A) | rare | Service Awards | Service Award | Show | ||
Notes:
A beautiful ring made of gilded sprite wings. When activated, translucent sprite wings sprout from your back. The ring faintly glows emerald green when a fey creature is within 30 feet of you. This item functions as if a ring of feather falling(see the Dungeon Master’s Guide). Requires Attunement |
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Staff of Healing (R,A) | rare | Storm King's Thunder - Legacy Edition: Session | Storm King's Thunder - Legacy Edition: Session 15 | Show | ||
Notes:
Staff, rare (requires Attunement by a bard, Cleric, or druid) 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), or 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. |
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Oathbow (VR,A) | very_rare | Storm King's Thunder - Legacy Edition: Session 9 | Storm King's Thunder - Legacy Edition: Session 10 | Show | ||
Notes:
Weapon (longbow), very rare (requires attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged Attack, you can, as a Command phrase, say, “Swift death to you who have wronged me.” The target of your Attack becomes your Sworn Enemy until it dies or until dawn seven days later. You can have only one such Sworn Enemy at a time. When your Sworn Enemy dies, you can choose a new one after the next dawn. When you make a ranged Attack roll with this weapon against your Sworn Enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to Long Range. If the Attack hits, your Sworn Enemy takes an extra 3d6 piercing damage. While your Sworn Enemy lives, you have disadvantage on Attack rolls with all other Weapons. |
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Amulet of Proof against Detection and Location (U,A) | uncommon | Thither | DDHC WBW | Show | ||
Notes:
Amulet of Proof against Detection and Location While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. |
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Ioun Stone of Intellect (VR,A) | very_rare | Trade/DDAL-DRW-17 Expedition to the Supreme Forge | Trade Log | Show | ||
Notes:
Name: Scott Powell Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue Sphere orbits your head. |
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Wand of the Warmage +1 (U,A) | uncommon | Trade/Icewind Dale: Rime of the Frostmaiden | Trade Log | Show | ||
Notes:
Character: Spot (Dwarf Wizard) Requires Attunement by a Spellcaster While you are holding this wand, you gain a +1 bonus to spell Attack rolls. In addition, you ignore half cover when making a spell Attack. |
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Bracers of Defence (R,A) | rare | Trade Lyria | Trade Log | Show | ||
Notes:
Bracers of Defense |
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Portable hole (R) | rare | Trade Rees:Helja Ironfist/Expedition to the Supreme Forge | Trade Log | Show | ||
Notes:
Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Bracers of Archery (U,A) | uncommon | Trade/rockchalk | Trade Log | Show | ||
Notes:
https://www.adventurersleaguelog.com/users/40855/characters/108954/character_log_entries/1111007 Wondrous Item, uncommon (requires attunement) |
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Feywild shard (U,A) | uncommon | WBW-DC-CONMAR-07 Impelled Reflections | Trade Log | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement by a sorcerer) Other than the normal qualities of a Feywild Shard, this one has white streak of what looks like Limestone embedded in it's structure, which occasionally seems to fall off in flakes This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn. Notes: sorcerer Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit. |
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Wand of Whimsy (C) | common | WBW-PR-Lost things | WBW-PR-Lost things | Show | ||
Notes:
Wondrous Item, common 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 transforms into a cloud of butterflies, which flutter away. |