Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Vorpal Sword (Scimitar) legendary DDAL07-16 Pools of Cerulean Show
Notes:

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.

Traité d'autorité et d'influence very_rare Roll20 Trade Log Show
Notes:

Ce livre contient des conseils pour influencer et charmer les autres, et ses mots sont chargés de magie. Si vous passez 48 heures sur une période de 6 jours ou moins à étudier le contenu du livre et pratiquez ses lignes directrices, votre Charisme augmente de 2, tout comme votre maximum pour cette caractéristique. Le manuel perd alors sa magie, mais la retrouvera dans un siècle.

The Night Queen’s eyes uncommon Service Award s11 Show
Notes:

Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night(see the Dungeon Master’s Guide).

Sword of Vengeance uncommon Roll20 DDHC-TYP Tales from the Yawning Portal - Tomb of Horror Show
Notes:

Generic variant, major tier, uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse.

This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Staff of Thunder and Lightning very_rare Roll20 DDHC-TYP Tales from the Yawning Portal - Tomb of Horror Show
Notes:

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning.

When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder.

When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike.

You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap.

You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning.

You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Staff of the Magi legendary Roll20 Trade Log Show
Notes:

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.

Staff of Striking very_rare Roll20 DDAL07-12 In Search of Secrets Show
Notes:

This staff can be wielded as a magic quarterstaff that grants a + 3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra ld6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. This item can be found in the Dungeon Master’s Guide.
This staff appears wholly unexceptional. The wood haft is gnarled and irregular, and the thin strip of leather wrapped around its midpoint is frayed and cracked. When rapidly spun in the hands of a skilled user, the staff creates a buzzing drone audible to all within 100 feet. If spun for more than a few moments, the drone turns into a sonorous, chanted prayer to Ubtao.)

Spear of Backbiting very_rare Roll20 DDHC-TYP Tales from the Yawning Portal - Tomb of Horror Show
Notes:

Simple weapon (spear), melee weapon, very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse.

This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.

Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Thrown.

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Skeggöx (+3 battleaxe) very_rare DDAL05-8 Durlag’sTower Show
Notes:

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This item can be found in the Dungeon Master’s Guide.

This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.

Scarab of protection (Légendaire) legendary DDAL07-18 Turn Back the Endless Night Show
Notes:

This pin is carved in the likeness of Moa the Jaculi, trickster god of Omu. While you wear this scarab, you are hidden from scrying while you sleep but if you ever tell a lie the scarab becomes unattuned.

If you hold this jaculi-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
• You have advantage on saving throws against spells.
• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
This pin is carved in the likeness of Moa the Jaculi, trickster god of Omu. While you wear this scarab, you are hidden from scrying while you sleep but if you ever tell a lie the scarab becomes unattuned.

Rod of Security very_rare Roll20 DDHC-TYP Tales from the Yawning Portal - Tomb of Horror Show
Notes:

Rod, major tier, very rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

Ring of Telekinesis very_rare Trade Log Show
Notes:

Lorsque vous portez cet anneau, vous pouvez lancer le sort télékinésie à volonté, mais vous ne pouvez cibler que des objets qui ne sont pas portés ou transportés.

Pipe de souvenir common Roll20 DDHC0-GSM Ghost of Saltmarsh Show
Notes:

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.

Orb of Direction common Roll20 Trade Log Show
Notes:

Lorsque vous portez cet orbe, vous pouvez utiliser votre action pour déterminer dans quelle direction est le nord. Cette propriété fonctionne uniquement dans le Plan Matériel.

Manuel de bonne santé very_rare Roll20 CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge Show
Notes:

Ce livre contient des conseils de santé et d'alimentation, et ses mots sont chargés de magie. Si vous passez 48 heures sur une période de 6 jours ou moins à étudier le contenu du livre et pratiquez ses lignes directrices, votre Constitution augmente de 2, tout comme votre maximum pour cette caractéristique. Le manuel perd alors sa magie, mais la retrouvera dans un siècle.

Mace of Smiting rare Trade Log Show
Notes:

You gain a +1 bonus to attack and damage Rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks .

Lyre de Cli rare Roll20 DDHC00-Ghosts of Saltmarsh-The Styes Show
Notes:

Un instrument de barde est un magnifique exemplaire dans sa catégorie, supérieur à un instrument ordinaire sous tous rapports. Sept types de ces instruments existent, chacun nommé d'après un légendaire collège bardique. La table suivante liste les sorts spécifiques à chacun des instruments ainsi que leur rareté. Une créature qui tente de jouer d'un instrument sans y être liée doit réussir un jet de sauvegarde de Sagesse DD 15 sous peine de subir 2d4 dégâts psychiques.
Vous pouvez utiliser une action pour jouer de l'instrument et lancer l'un de ses sorts. Une fois que l'instrument a été utilisé pour lancer un sort, il ne peut pas être réutilisé pour lancer ce sort avant le prochain lever du soleil. Les sorts utilisent votre caractéristique d'incantation ainsi que votre DD au jet de sauvegarde des sorts.
Si vous jouez de l'instrument tout en lançant un sort qui charme sa ou ses cibles en cas d'échec au jet de sauvegarde, la cible a dans ce cas un désavantage à son jet de sauvegarde. Cet effet ne s'applique que si vous lancez un sort qui possède une composante somatique ou matérielle.

Lathai’sSaddle (Saddle of the cavalier) uncommon Service Award s11 Show
Notes:

Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you. This item functions as a saddle of the cavalier (see the Dungeon Master’s Guide).

Horn of Valhalla (Brass) rare Roll20 CCC-GAD02-03 Arena of champion Show
Notes:

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.

Half-plate +2 very_rare Trade Log Show

Unlocked Magic Items

Name ▼ Rarity Tier Location Table Result Source
The Shroud of the Mourning Warrior (+1 Scale Mail) rare 2 Roll20 DDAL05-13 Jarl Rising Show
Notes:

You have a bonus to AC while wearing this armor.
The bonus is determined by its rarity. This item is
found in the Dungeon Master's Guide.
This suite of scale mail armor is fashioned out of
slivers of wood—each engraved with Giant runes of
death and lament, and sewn onto a backing of black
leather. The armor resizes to fit its wearer.

Gantelets de puissance d'Ogre (Lien) uncommon 2 Roll20 DDHC-LMOP Lost Mine of Phandelver Show
Notes:

Votre Force est de 19 tant que vous portez ces gantelets. Les gantelets n'ont aucun effet sur vous si votre Force est de 19 ou plus sans eux.

Epée longue +1 uncommon 1 Roll20 Lost in mine of phandelver Show
Dague de Venin rare 2 Roll20 DDAL05-17 Hartkiller's Horn Show
Notes:

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

Bouclier +1 uncommon 2 Roll20 DDHC-LMOP Lost Mine of Phandelver Show
Notes:

Si vous tenez en main ce bouclier, vous obtenez un bonus à la CA déterminé par la rareté du bouclier. Ce bonus vient en plus du bonus normal du bouclier à la CA.

Berserker Flail Weapon rare 2 Roll20 CCC-UCON-01 - Blood and Fog Show
Notes:

This battered flail is notched and covered in a patina of rust and dried blood. While wielding this flail you have advantage on Wisdom (Survival) checks made to track humanoids. Due to your intense desire to retain the flail, it costs an extra 30 downtime days to trade away as you experience severe withdrawal from its powers. A description of this item can be found in the Dungeon Master’s Guide. Description from Dungeon Master’s Guide (this text may be updated in future errata): You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This flail is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the flail, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the flail is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Bâton des forêts rare 2 Roll20 Trade Log Show
Notes:

Ce bâton peut être manié comme un bâton magique qui octroie un bonus de +2 à l'attaque et aux dégâts. Lorsque vous le tenez, vous obtenez un bonus de +2 aux jets d'attaque des sorts.
Le bâton possède 10 charges pour les propriétés suivantes. Il récupère 1d6 + 4 charges dépensées chaque jour à l'aube. Lorsque vous dépensez la dernière charge, lancez un d20. Sur un 1, le bâton perd ses propriétés et devient un simple bâton non magique.
Sorts. Vous pouvez utiliser une action pour dépenser une ou plusieurs des charges du bâton et jeter l'un des sorts suivants depuis celui-lui, en utilisant le DD de sauvegarde de vos sorts : amitié avec les animaux (1 charge), éveil (5 charges), peau d'écorce (2 charges), localisation d'animaux ou de plantes (2 charges), communication avec les animaux (1 charge), communication avec les plantes (3 charges) ou mur d'épines (6 charges).
Vous pouvez également utiliser une action pour lancer le sort passage sans trace depuis le bâton sans utiliser aucune charge.
Forme d'arbre. Vous pouvez utiliser une action pour planter une extrémité du bâton dans de la terre fertile et dépenser une charge pour le transformer en un arbre sain. L'arbre fait 18 mètres de haut, son tronc fait 1,50 mètre de diamètre et ses branches s'étalent au sommet sur un rayon de 7,50 mètres. L'arbre apparaît ordinaire mais dégage une faible aura de magie de transmutation s'il est ciblé par détection de la magie. Tout en touchant l'arbre et en utilisant une autre action pour prononcer le mot de commande, vous pouvez faire reprendre au bâton sa forme normale. Toute créature dans l'arbre tombe alors.

Angel Sting (Dancing Sword) (lien) very_rare 3 Roll20 CCC-GHC-BK1-10 - The Heart of Shadow Show
Notes:

Weapon (rapier), very rare (requires attunement), Table H You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence. This item can be found on page 161 of the Dungeon Master's Guide