Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
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.

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.

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.

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.

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.

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.

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.

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.

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.

Ring of Cold Resistance (R,A) rare Rise of Tiamat, ch.2 Storm King's Thunder - Legacy Edition, Rise of Tiamat, ch.2 Show
Notes:

You have Resistance to cold damage while wearing this ring.

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.

Serpent's Fang Longsword (R) rare DDHC-CM 07 Book of Cylinders/trade Sansa Trade Log Show
Notes:

Serpent's Fang
Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Staff of Thunder and Lightning (VR,A) very_rare DDAL05-08 Durlag’s Tower/Trade Verrin Trade Log Show
Notes:

Requires Attunement

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike.

You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

Staff of Power (VR,A) very_rare DDAL05-19 The Eye of Xxiphu/Trade YesAdMan/Murkeg Trade Log Show
Notes:

This great ashen staff is etched with many designs or swirling air and coulds. The staff magically resizes to fit the hand of any who carry it.

Staff of Frost (VR,A) very_rare DDAL00-11e A Fire Grows in Cania (Pipyap's Guide) DDAL00-11e A Fire Grows in Cania (Pipyap's Guide) Show
Notes:

Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard

You have resistance to cold damage while you hold this staff.

The 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 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 turns to water and is destroyed.

flavour:
Covered in carvings of infernals reading various tomes. if placed atop an open book the staff reads aloud with a deep inhuman voice, using the language the book in written in

Cloak of Arachnida (VR,A) very_rare DDAL09-12 The Breath of Life DDAL09-12 The Breath of Life Show
Notes:

Cloak of Arachnida
Wondrous Item, very rare (requires attunement)
This fine garment is made of black silver interwoven with faint silvery threads. While wearing it, you gain the following benefits:

You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.

This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.