Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Bloodwell Vial +3 very_rare Trade Log Show
Notes:

Wondrous item, very rare (requires attunement by a
sorcerer)
This crystal vial is filled with bright red liquid and can't be
opened while your attunement to it lasts. You can use the
vial as a spellcasting focus for your spells while wearing or
holding it, and you gain a +3 bonus to spell attack rolls and
to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit
points while you are carrying the vial, you can regain 5
sorcery points. This property of the vial can't be used again
until the next dawn.
Owning this vial grants you a tiny portion of control as a
guardian of Sersa. The level of the red liquid inside indicates
if all is well with Maestro’s guardianship.

Amethyst Lodestone very_rare PO-BK2-09 Star Crash Show
Notes:

Wondrous item, very rare (requires attunement)

This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.

The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.

Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.

Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.

Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).

Staff of Power very_rare Trade Log Show
Notes:

Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) - MAGIC TABLE H

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

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 gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, 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 spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Effect

10 ft. away or closer 8 × the number of charges in the staff

11 to 20 ft. away 6 × the number of charges in the staff

21 to 30 ft. away 4 × the number of charges in the staff

Whelm legendary DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Efreeti Bottle common WBW-DC-AUG-01 Last Hour Show
Notes:

Wondrous item, very rare

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the DM rolls to determine what happens.

d100 Effect
01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00

The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottles loses its magic.

You can shake the bottle and see the tiny form of the efreeti Assai bobbing in the red liquid. He is not pleased.

Pipe of Smoke Monsters common WBW-DC-AUG-01 Last Hour Show
Notes:

Wondrous item, common

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Unlocked Magic Items