Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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

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.

Figurine of Wondrous Power - Silver Ravens uncommon Trade Log Show
Notes:

This Silver Statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, figurine allows you to cast the animal messenger spell on it at will.
An intricately carved wooden owl made from Rowan-Oak, druidic runes that if read says " The Court Summons Thee " An owl is summoned as its messenger.

Gavel of the Venn Rune rare Trade Log Show
Glamoured Studded Leather Armor rare DDAL04-9 The Tempter Show
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.

Greataxe +3 very_rare DDAL05-18 The Mysterious Isle Show
Hand Crossbow +3 very_rare DDAL05-18 The Mysterious Isle Show
Headband of Intellect uncommon Trade Log Show
Helm of Teleportation rare Trade Log Show
Horn of Valhalla ( Iron ) legendary Trade Log Show
Kyrzin's Ooze very_rare DDAL-DRW20 The Death of Szass Tam Show
Notes:

Wondrous item, 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 poison and acid 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 36 (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 allied with the daelkyr (see the Monster Manual for the black pudding’s stat block).

Longsword of Vengeance rare Tomb of Horrors Show
Mace of Terror rare Trade Log 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

Opal of the Ild Rune rare DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half and inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fire’s Friend. You have resistance to cold damage.

Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in the radish.

Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item which gains a benefit based on its form:

Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits

Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Orb of the Stein Rune rare DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)

This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person.

Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

Stone Soul. You can’t be petrified.

Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.

Gift of Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.

Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.

Periapt of Health uncommon Trade Log Show
Periapt of Proof Against Poison rare Purchase Log Show
Notes:

S12A Svc Reward

Plate +2 very_rare DDAL05-18 The Mysterious Isle Show

Unlocked Magic Items