Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Boots of Levitation rare DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous Item, rare (requires attunement)

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

Portable Hole rare CCC-BMG-34 ELM2-1 Tendrils in the Fog Show
Thayvian Mantel of Spell Resistance rare CCC-ST2-1 Red War: Embassy of Evil Show
Notes:

You have advantage on Saving Throws against Spells while you wear this cloak.

This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so.

Cloak of the Bat (From Liar's night epic + Haunted Mansion) rare DDEP09-03 Liar's Night + Haunted Mansion Show
Notes:

Rare, Requires Attunement

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or Darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while Flying in this way, or if you are no longer in dim light or Darkness, you lose this Flying speed.

While wearing the cloak in an area of dim light or Darkness, you can use your Action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Armor of Vulnerability (Slashing) rare DDHC-TYP-White Plume Mountain (session 3) Show
Mini Damselfly Spaceship Figurine (Figurine of Wondrous Power, Ebony fly) rare SJ-DC-ROTU-00 Chapter 0: Recesses of the Unknown (Prologue) (Author's run) Show
Notes:

Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.

Bluebee (Figurine of Wondrous Power, Ebony Fly) rare Trade Log Show
Horn of Valhalla (Silver) rare DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) Show
Notes:

Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard 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.
The silver horn summons 2d4 + 2 berserkers.

The berserkers are friendly to you and your companions and follow your commands.

Breastplate +1 rare Trade Log Show
Chainmail +1 rare DDHC-TYP-White Plume Mountain (session 3) Show
Boots of Speed rare WBW-DC-ROG-01 Imagination Lost Show
Amulet of the Devout +2 rare DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) Show
Staff of Withering rare Trade Log Show
Notes:

Staff, rare (requires attunement by a Cleric, Druid, or Warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Notes: Damage: Necrotic, Cleric, Druid, or Warlock, Damage, Debuff, Combat

Ring of Fire Resistance rare DDAL08-08 Crypt of the Dark Kiss Show
First Blood (Heavy Crossbow, +2 with Guardian Property) rare SJ-D-TBS-04 (Playtest) Show
Notes:

Martial Ranged Weapon, rare
Flavor:
This crossbow’s frame is crafted from sturdy darkwood and gold. Its edges are adorned with elaborate carvings of war. It yearns for blood!

Dagger of Venom rare DDAL05-17 Hartkiller’s Horn Show
Notes:

weapon (dagger), rare, simple weapon, melee weapon, major tier

Value/Weight: 1 lb.

Details: 1d4 piercing - finesse, light, thrown (20/60 ft.)

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.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
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.

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

Driftwood Staff (Staff of Healing) rare CCC-DES-01-02 A Sanity Never Questioned Show
Notes:

Staff, rare (requires attunement by a bard, cleric, or druid)

This staff has 10 charges. While holding it, 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 spellcasting ability modifier: cure
wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).

The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.

Sapphire Buckler very_rare S11 B claimining fo Service Awarf Show
Notes:

Source: Fizban's Treasury of Dragons

Armor (Shield), Very Rare (Requires Attunement)

This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.

Lover's Bite (Nine Lives Stealer Longsword, 8 Charges) very_rare Trade Log Show
Greater Fey Pact: Oblivia (Staff of Power with Wicked Property) very_rare WBW-DC-PHP-ORNG-02 Where Do They Go? 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 rolls 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 × 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 from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away

4 x the number of charges in the staff

This item heightens the bearer's urges to act selfish and melevolant when an opportunity presents itself.

This item was held by fraz urb'loo when he was causing chaos in the fey domain called Fidestia. The archmage Fa'rah trusts you enough to hold on to this ominous weapon as he does not want it near his domain.
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