Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Hand Crossbow +3 very_rare DDAL05-18 The Mysterious Isle Show
Anstruth Harp very_rare DDAL05-18 The Mysterious Isle Show
Plate +2 very_rare DDAL05-18 The Mysterious Isle Show
Greataxe +3 very_rare DDAL05-18 The Mysterious Isle Show
Wolfskin Cap - Hat of Disguise uncommon DDAL04-3 The Executioner Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.


This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plain-looking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense). A description of the item can be found in the Dungeon Master's Guide.

Eyes of Charming uncommon DDAL04-4 The Marionette Show
Notes:

Wondrous item, uncommon (requires attunement)

These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. If the wearer is evil, they may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn. A description of this item can be found in the Dungeon Master’s Guide.

Wind Fan uncommon DDAL04-5 The Seer Show
Notes:

Wondrous Item, uncommon
This fan is made of thin, brittle parchment glued
over sharpened iron tines. When used, the wind
issuing from this fan is bone-chillingly cold and
carries the sickly-sweet stench of rotting flesh. The
fan can be used as a weapon; it is treated as a nonmagical short sword (dealing slashing damage)
when it is open, or as a non-magical club when it is
closed. A description of this item can be found in the
Dungeon Master’s Guide

Headband of Intellect uncommon Trade Log Show
Driftwood Staff ( Staff of Healing ) rare Trade Log Show
Notes:

Driftwood Staff (Staff of Healing)
This item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
Item Originally obtained from CCC-DES-01-02 - A Sanity Never Questioned
Player: Brian Tj (Discord ID: Flameberga#3301)
Character: Wukong

Wand of Wonder rare Trade Log Show
Notes:

Wand, rare (requires attunement by a spellcaster)

Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.

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 dust and is destroyed.

dndbeyond

D100 Effect
01-05 You cast slow.
06-10
You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephantappears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute
63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.

Glamoured Studded Leather Armor rare DDAL04-9 The Tempter Show
Driftglobe uncommon DDAL04-10 The Artifact Show
Notes:

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Bracers of Archery uncommon Trade Log Show
Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain Show
Bracers of Archery uncommon Trade Log Show
Whelm legendary DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain Show
Notes:

Weapon (warhammer), legendary (requires attunement by a dwarf)

Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.


You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.

Thrown Weapon
Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet.

Shock Wave
You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.

Supernatural Awareness
While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.

Sentience
Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.

Personality
Whelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.

Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm.

The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Dungeon Master's Guide , pg. 218

Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain Show
Notes:

Wondrous Item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.


The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat.

This item can be found in the Dungeon Master’s Guide.

Blessing of Protection common DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain Show
Necklace of Prayer Beads rare DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain Show
Notes:

1,11,17,17,18,20
Bless
Curing
Branding Smite
Branding Smite
Branding Smite
Wind Walk

Belt of Fire Giant Strength very_rare Trade Log Show

Unlocked Magic Items