Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

Wand of Fireballs (R,A) rare Storm King's Thunder - Legacy Edition: Session 13 Show
Notes:

Wand of Fireballs
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.

Amulet of Health (R,A) rare Service award Service award Show
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.

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.

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.

Broom of Flying (U) uncommon DDAL09-13 The Swarmed Heart DDAL09-13 The Swarmed Heart Show
Notes:

Broom of Flying
Wondrous Item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another command Word, provided that the broom is still within 1 mile of you.

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.

Helm of Telepathy (U,A) uncommon DDAL09-15 Maddening Screams DDAL09-15 Maddening Screams Show
Notes:

Helm of Telepathy
Wondrous Item, uncommon (requires attunement)
This helm once belonged to Nyave, Sir Gidor’s closest and most trusted friend.

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so— while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.

Arcane Grimoire +1 (U, A) uncommon Lvl 5 WBWHC Show
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.

Fochlucan Bandore - Instrument of the Bards (U,A) uncommon DDAL09-16 Honors Unforeseen DDAL09-16 Honors Unforeseen Show
Notes:

Fochlucan Bandore - Instrument of the Bards
Wondrous Item, uncommon (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells: fly, invisibility, levitate, protection from evil and good, entangle, faerie fire, shillelagh, speak with animals.

Once the instrument has been used to cast a spell it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell had a somatic or material component.

Wand of Secrets (U) uncommon DDAL09-14 The Vast Emptiness of Grace DDAL09-14 The Vast Emptiness of Grace Show
Notes:

Wand of Secrets
Wondrous item, uncommon
This slender wand appears to have been fashioned from a human fibula. One end of the wand is wrapped in bloodsoaked cord which stains the hands of those who hold it.

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Horn of Silent Alarm common CCC-QCC2019-03 The Scarlet Divide CCC-QCC2019-03 The Scarlet Divide Show
Notes:

Wondrous Item, Common

This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.

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.