Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Ring of Telekenisis very_rare Trade Log Show
Rinoa's Wedding Ring (Ring of Regeneration with Guardian Property) very_rare SJ-DC-ROTU-06 Return To The Unknown II Show
Notes:

Ring, very rare (requires attunement)

Rod of Absorption very_rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Scale Armor of Psychic Resistance (Druid-friendly) very_rare CCC-TRI-21 YUL1-6 Rifts of Madness Show
Notes:

You have resistance to one type of damage while you wear this armor. This damage type is psychic.

This armor is made out of an organic hardened resin similar to amber. When this armor’s psychic resistance is used, you are wracked with terrible nightmares of unfathomable creatures that evening.

Scimitar of Speed (Guardian Property) very_rare SJ-DC-TBS-01 (Playtest) Show
Notes:

Its edge retains the slightest of a soft radiant glow and its wielder can hear the soft whispers of the dead souls from planet Trigolath warning them of dangers nearby.

Sending Stones rare DDAL00-08 Layers Upon Layers Show
Notes:

Instead of only two stones, there are three stones in this set. Each is crafted from a small, polished river stone, inscribed with a strange sigil. Their use is not without risk, however. Each time the stones are used, there is a 1-in-10 chance that the message is overheard by Witchthorn who, in turn twists or otherwise distorts the message—preferably in a way to put any listeners in peril.

Shield +1 uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Shield of Missile Attraction rare DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Shortsword of Vengeance Weapon uncommon DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Uncommon (requires attunement)

Sleeper’s Bamboo Chimes (Bell Branch) rare WBW-DC-PHP-TYM-01 I Dreamt That I Was Falling Show
Notes:

This wooden bamboo chime is adorned with brass crescent moons, and carved with fey lullabies.

While holding this magic item, the user feels the emotions of others more intently.

This magic item has the Conscientious minor property (When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.)

Slippers of Spider Climbing uncommon DDHC-GSM Ghosts of Saltmarsh - Salvage Operation Show
Notes:

Wondrous Item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Notes: Set: Innate Speed (Climbing), Movement, Footwear

Snurre's Cape (Cape of Cold Resistance) rare DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Notes:

King Snurre's cape grants the wearer resistance to cold damage.

Spear of Backbiting very_rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Very Rare (requires attunement)

Spellguard Shield very_rare Trade Log Show
Staff of Charming rare Trade Log Show
Notes:

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

This staff is fashioned from a piece of pale, white wood, capped with a falcon made of silver.

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn.

If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication

Staff of Power very_rare Trade Log Show
Staff of Striking very_rare DDAL07-12 In Search of Secrets Show
Notes:

Staff of Striking

Staff, weapon, very rare (requires attunement)

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls 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 charges. For each charge you expend, the target takes an extra 1d6 Force damage.

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

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.

Staff of the Adder uncommon Trade Log Show
Notes:

Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.

You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.

Staff of Thunder and Lightning very_rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Staff of Thunder and Lightning very_rare DDAL05-08 Durlag's Tower Show
Notes:

This aspen staff shines brightly in direct light. The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire