Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Nine Lives Stealer Longsword very_rare Dungeon of the Mad Mage : Level 22 Shadowdusk Hold Show
Notes:

Weapon (longsword), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

Ioun Stone of Insight very_rare Dungeon of the Mad Mage : Level 22 Shadowdusk Hold Show
Rod of Alertness very_rare Trade Log Show
Notes:

Rod, very rare (requires attunement)

This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted.

This rod has a flanged head and the following properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.

dndbeyond

Kyrzin's Ooze very_rare DDAL-DRW20 The Death of Szass Tamm Show
Notes:

Wondrous Item (Symbiont), Very Rare (Requires Attunement)

This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.

Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition.

Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.

Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.

Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you.

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding (see the Monster Manual) allied with the Far Realm.

Manual of Quickness of Action very_rare Trade Log Show
Nine Lives Stealer Scimitar very_rare Trade Log Show
Notes:

The hilt of this weapon is covered with carved, anceint rellanic runes that seem to comprise nonsensical words or, possible, a list of proper names.

Shield of the Uven Rune very_rare DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizar'ds Lair Show
Shield +3 ( Wooden ) very_rare DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizar'ds Lair Show
Notes:

a wooden shield with Iron spikes protruding from the shield’s edges. A cracked orc skull is painted in black on its outer surface. It was crafted for Nimoar, a legendary human warlord who died in 936 DR. After his death, the shield disappeared from Nimoar’s Hold(a fortress that existed where waterdeep stands today).

Longsword +3 very_rare DDAL05-18 The Mysterious Isle Show
Wand of Wonder rare DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizar'ds Lair Show
Prospector's Chronoglass - Periapt of Proof Against Poison rare Trade Log Show
Notes:

Wondrous item, rare

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage. This item is found on Magic Item Table G in the Dungeon Master’s Guide.

This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Waterborn Boots of Speed rare Trade Log Show
Notes:

Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

Necklace of Prayer Beads rare Trade Log Show
Notes:

20 2 11 14 19 3

Sun Blade rare Trade Log Show
Blessing of Health uncommon DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizar'ds Lair Show
Bag of Holding uncommon Purchase Log Show
Notes:

New S11 rules awarded for T2

Cap of Water Breathing uncommon DDAL07-17 Cauldron of Sapphire Show
Goggles of Night uncommon Trade Log Show
Greater Silver Sword common PO-BK-01-08 Dark Side of the Rune Show
Notes:

Weapon (greatsword), legendary (requires attunement by a creature that has psionic ability)
This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Unlocked Magic Items