Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
R - Eagle Whistle + 2500 GP rare Source: Tales from the Yawning Portal: Hidden Shrine of Tamoachan Assign Service Reward Show
Notes:

Eagle Whistle
Wondrous item, rare

While you blow an Eagle Whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.

R - Dragon Slayer (Rapier) +2500 GP rare DDHC-TYP - Against the Giant Assign Service Reward Show
Notes:

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.

When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the Purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns.

R-AT - Flame Tounge Rapier rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

Weapon (any sword), rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

L/AT - Vorpal Scimitar legendary DDAL07-16 Pools of Cerulean Show
Notes:

Vorpal Sword
Weapon (scimitar), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls
made with this magic weapon. In addition, the
weapon ignores resistance to slashing damage.
When you attack a creature that has at least one
head with this weapon and roll a 20 on the attack
roll, you cut off one of the creature's heads. The
creature dies if it can't survive without the lost head.
A creature is immune to this effect if it’s immune to
slashing damage, doesn't have or need a head, has
legendary actions, or the DM decides that the
creature is too big for its head to be cut off with this
weapon. Such a creature instead takes an extra 6d8
slashing damage from the hit.
This blade now hums and vibrates with great
energy, and slices through obstacles with the
greatest of ease. If the sword does not claim the life
of a sentient creature each day, you find that are
easily angered and become frustrated by even the
smallest obstacles. This item can be found in the
Dungeon Master’s Guide.

L/AT - Staff of the Magi legendary DDAL07-17 Cauldron of Sapphire Show
Notes:

Staff of the Magi
Staff, legendary (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 you hold it, you gain a +2 bonus to
spell attack rolls.
The staff has 50 charges for the following
properties. It regains 4d6 + 2 expended charges
daily at dawn. If you expend the last charge, roll a
d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you
have advantage on saving throws against spells. In
addition, you can use your reaction when another
creature casts a spell that targets only you. If you do,
the staff absorbs the magic of the spell, canceling its
effect and gaining a number of charges equal to the
absorbed spell’s level. However, if doing so brings
the staff’s total number of charges above 50, the staff
explodes as if you activated its retributive strike (see
below).
Spells. While holding the staff, you can use an
action to expend some of its charges to cast one of
the following spells from it, using your spell save DC
and spellcasting ability: conjure elemental (7
charges), dispel magic (3 charges), fireball (7th-level
version, 7 charges), flaming sphere (2 charges), ice
storm (4 charges), invisibility (2 charges), knock(2
charges), lightning bolt (7th-level version, 7
charges), passwall (5 charges), plane shift (7
charges), telekinesis (5 charges), wall of fire (4
charges), or web (2 charges).
You can also use an action to cast one of the
following spells from the staff without using any
charges: arcane lock, detect magic, enlarge/reduce,
light. mage hand, or protection from evil and good.
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 Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty
stone staff offers tremendous magical power - and
all it asks is that you honor Ubtao in the process.
This item can be found in the Dungeon Master’s
Guide

UC-AT - Stone of Good Luck uncommon DDAL00-02B - The Weirding Vats Show
Notes:

** Stone of Good Luck**
Requires Attunement
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

VR - Manual of Quickness of Action very_rare CCC-BMG-37 Weakness of Rock Show
Notes:

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

UC-AT - Arcane Grimoire +1 uncommon Character Creation lvl 5 Show
Notes:

Wondrous item, uncommon (requires Attunement by a wizard)

While you are holding this leather-bound book, you can use it as a Spellcasting focus for your Wizard Spells, and you gain a +1 bonus to spell Attack rolls and to the saving throw DCs of your Wizard Spells.

You can use this book as a Spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

R-AT - Weave (Helm of Teleportation) rare CCC-PHA-01 Six Summoned Swords Show
Notes:

Wondrous Item, rare (Requires Attunement)

This helm has 3 Charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell from it. The Helm regains 1d3 expended Charges daily at dawn.

The helm called “Weave” once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer’s head, eight thin spidery legs extend and wrap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken – a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer.

A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship.

When the helmet is used, all those being transported hear the words “Across the weave” whispered softly in undercommon.

R-AT - Amulet of Health rare Trade Log Show
Notes:

Amulet of Health
(Wonderous Item, Rare, Requires Attunement)
This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.

C-AT - Illuminator´s Tattoo common DDAL10-01 The Frozen North - Part 3: The Cave Show
Notes:

Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.

When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.

R - The Sixth Sword (+2 Rapier with Guardian minor property) rare CCC-HAL-03 Six Swords Unbound Show
Notes:

Weapon, rare, Table G
This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

VR/AT- Fairy mushroom ring (Ring of shooting Stars) + 10.000 gp very_rare DDAL 10-05 A Blight in the Darkness Show
Notes:

This delicate ring is shaped into a circle of miniature red, blue, white, and purple mushrooms, and glows with its own inner light.

Whenever a charge is expended for another property, a swarm of harmless, multicolored dragonflies appear in your space and fly about for 1 minute.

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.

R/AT - Wand of Lightning Bolts rare Trade Log Show
Notes:

This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 ashes and is destroyed. Found On: Magic Item Table G

UC - Emerald Pen + 10 DT uncommon Assign Service Rewards Show
Notes:

Wondrous Item, Uncommon

This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast Illusory Script at will, requiring no material components.

UC - Bag of Tricks (Tan) + 10 DT uncommon Assign Service Rewards Show
Notes:

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is friendly to you and your Companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.
Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.

Tan Bag of Tricks
d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe Beak
5 Black Bear
6 Giant Weasel
7 Giant hyena
8 Tiger

UC - Periapt of Health + 10 DT uncommon Assign Service Rewards Show
Notes:

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant.

R/AT - Wand of the War Mage +2 rare CCC-ROZK-0101 Binder’s Torment Show
Notes:

Wand of the War Mage +2

Wand, rare (requires attunement by a spellcaster)

This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.

While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

VR - Tome of Leadership and Influence very_rare CCC-ROZK01-2 - Zhentarim's Lament Show
Notes:

The red leather that covers this tome ist embossed with a smiling man with a third eye

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

R-AT - Dark Mother’s Ring of Spell Storing rare CCC-HAL-02 Six Striking Swords Show
Notes:

Dark Mother’s Ring of Spell Storing
wondrous Item, rare (Requires Attunement)
Table G

This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one’s finger when worn.

While wearing this ring, the wearer can speak and understand Undercommon.

If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to their better judgment.

These effects are not strong enough to override existing character traits.

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains disguise self, silence and spider climb.

Any creature can Cast a Spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.