Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Sun Blade rare Trade Log Show
Notes:

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Blackrazor legendary DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain Show
Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain Show
Wand of Lightning Bolts rare Trade Log Show
Blessing of Protection common DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Necklace of Prayer Beads rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

5 - Bless
10 - Curing
12 - Curing
13 - Greater Restoration
15 - Greater Restoration
19 - Planar Ally

Wand of Secrets uncommon Trade Log Show
Goggles of Night uncommon Trade Log 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.

Glaive +2 rare Trade Log Show
Staff of Defense rare Trade Log Show
Bracers of Defense rare Trade Log Show
Notes:

Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Wand of Magic Detection uncommon Trade Log Show
Wand of Magic Missiles uncommon Trade Log Show
Staff of Power very_rare Trade Log Show
Notes:

Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
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 regains 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 x the number of charges in the staff. 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.
10 ft. Away or Closer: 8 x number charges in staff
11 to 20 ft. Away: 6 x number charges in staff
21 to 30 ft. Away: 4 x number charges in staff

Belt of Fire Giant Strength very_rare Trade Log Show
Notes:

Flavor: Belt of Fire Giant Strength Very Rare Wondrous Item, very rare (requires attunement) This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on her face. While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25

Bag of Holding uncommon Trade Log Show
Tome of Clear Thought very_rare CCC-BMG-38 Dead Canaries Show
Notes:

Wondrous Item, very rare

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.

More information on this magical item can be found in the Dungeons Master’s Guide. This item was added in by errata that comes with the module when you buy it.

Dragon Slayer Longsword rare Trade Log Show
Notes:

You jave a +1 bonus to attack and damage rolls made with this longsword. When you hit a dragon with this weapon, thedragon takes an extra 3d6 slashing damage. For the purposes of this weapon, "dragon" refers to any creature with the dragon type.

Splint +2 very_rare Trade Log Show
Notes:

Armor (heavy), very rare
This armor is made of magically treated remorhaz hide and is trimmed with black fur and decorated with feathers and beads.

You have a +2 bonus to AC while wearing this armor.

Decanter of Endless Water uncommon CCC-DWB-TLA-1 The Lakebed Archive Show
Notes:

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
This seashell shaped container glows with a pale blue light whenever it is underwater. While holding this item, the bearer feels fortunate and optimistic.
This time can be found on Magic Item Table B.

Unlocked Magic Items