Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
R/AT - Ring of Protection
rare
Renown Items
Show
Notes:
+1 AC/Savingthrows
R/AT - Staff of the Woodlands
rare
Trade Log
Show
Notes:
Staff, Major, Rare (Requires Attunement by a Druid)
Table G, Tier 2-4, 20 TCP
Weight: 4 lbs.
This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches—complete with tiny, string bridges connecting tiny, straw houses.
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 have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells.
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form.
You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
R/AT - Cloak of Displacement
rare
DDAL05-05 A Dish best Served Cold
Show
Notes:
Cloak of Displacement
wondrous item, major tier, rare (requires attunement)
Value/Weight:
Details: This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Found On: Magic Item Table G
VR/AT - Naerth´s planar compass (Amulet of the Planes) + 10.000 gp
very_rare
DDAL10-05 A Blight in the Darkness
Show
Notes:
A tethered compass made of string, wood shavings, and dried mushrooms with a center of brass, this item spins wildly when within 60 feet of a gate or portal to another plane.
While wearing this Amulet, you can use an action to name a Location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you Travel to a random destination. Roll a d100. On a 1–60, you Travel to a random Location on the plane you named. On a 61–100, you Travel to a randomly determined plane of existence.
L - Daphnaie armor (+3 Hide Armor) + 30 DT
legendary
DDAL00-02D Echoes of the Weeping War
Show
Notes:
This armor is made of pliant material from worn, laurel tree bark with stylized carvings of dancing dryads burnt into it.
Small bits of green moss accentuate the wood, allowing the wearer to gain advantage on Dexterity (Stealth) checks when in a forest.
You have a +3 bonus to AC while wearing this armor.
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
UC - Shield of The Salty Griffon (+1) + 250 gp
uncommon
CCC-TRI-19 Dead Man´s Tales
DDHC-HotDQ Hoard of the Dragon Queen - Chapter 7
Show
Notes:
Shield of The Salty Griffon
Armor (shield), uncommon
The Shield of the Salty Griffon is a magical shield made from the polished shell of a giant oyster.
VR/AT - Ring of Shooting Stars
very_rare
DDHC-CM Lore of Lurue
Show
Notes:
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
R/AT - Ring of Protection | rare | Renown Items | Show | |||
Notes:
+1 AC/Savingthrows |
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R/AT - Staff of the Woodlands | rare | Trade Log | Show | |||
Notes:
Staff, Major, Rare (Requires Attunement by a Druid) This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches—complete with tiny, string bridges connecting tiny, straw houses. 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 have a +2 bonus to spell attack rolls. Spells. You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. |
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R/AT - Cloak of Displacement | rare | DDAL05-05 A Dish best Served Cold | Show | |||
Notes:
Cloak of Displacement Value/Weight: Details: This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. Found On: Magic Item Table G |
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VR/AT - Naerth´s planar compass (Amulet of the Planes) + 10.000 gp | very_rare | DDAL10-05 A Blight in the Darkness | Show | |||
Notes:
A tethered compass made of string, wood shavings, and dried mushrooms with a center of brass, this item spins wildly when within 60 feet of a gate or portal to another plane. While wearing this Amulet, you can use an action to name a Location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you Travel to a random destination. Roll a d100. On a 1–60, you Travel to a random Location on the plane you named. On a 61–100, you Travel to a randomly determined plane of existence. |
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L - Daphnaie armor (+3 Hide Armor) + 30 DT | legendary | DDAL00-02D Echoes of the Weeping War | Show | |||
Notes:
This armor is made of pliant material from worn, laurel tree bark with stylized carvings of dancing dryads burnt into it. Small bits of green moss accentuate the wood, allowing the wearer to gain advantage on Dexterity (Stealth) checks when in a forest. You have a +3 bonus to AC while wearing this armor. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. |
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UC - Shield of The Salty Griffon (+1) + 250 gp | uncommon | CCC-TRI-19 Dead Man´s Tales | DDHC-HotDQ Hoard of the Dragon Queen - Chapter 7 | Show | ||
Notes:
Shield of The Salty Griffon |
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VR/AT - Ring of Shooting Stars | very_rare | DDHC-CM Lore of Lurue | Show | |||
Notes:
Ring of Shooting Stars While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |