Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
✅ Candle of the Deep common Character creation Show
Notes:

A candle of the deep was a magical candle that continued to burn even if immersed in water.

✅ Enduring Scroll Case common Roll20 CCC-CIC-01 The Vault of the Devourer Show
Notes:

An enduring Scroll Case was a Scroll Case that had been magically enchanted for extra durability

☑️ Shortbow +2 rare Roll20 DDEX03-07 Herald of the Moon Show
Notes:

This adventure features an item that is no longer acceptable under D&D Adventurers League guidelines, as it deviates from the attunement standards in the DMG. Instead of Shadowsong, this adventure instead unlocks a +2 weapon (longbow or shortbow). This +2 weapon has the sentinel property and glows dimly in the presence of humans.

✅ Dread Helm common CCC-BWM-003 A Tale of Two Towers CCC-BWM-003 A Tale of Two Towers Show
Notes:

This fearsome steel helm makes your eyes glow red while you wear it.

☑️ Rapier +3 very_rare Player Name: Edu Celdran Character Name: Mike Babyteeth Trade Log Show
☑️ Manual of Quickness and Action very_rare DDCH-TYP: Tomb of Horrors DDCH-TYP: Tomb of Horrors 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.

🏠 Cloak of Arachnida (+2 Ini Flavor) very_rare Trade Log Show
Notes:

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

❎ Szass Tam’s Planar Essence unique DDEP00-01 The Red War Show
Notes:

Epic boon, unique

You have wrested away part of Szass Tam’s essence. Specifically, this spark of energy allowed the lich’s simulacrum to navigate the planes – and while you aren’t as proficient with this skill, you can retain a small bit of its power. Choose one of the Outer Planes listed in Appendix C of the Player’s Handbook; once choice is permanent once made. You can use your action to cast plane shift on you (targeting yourself only) and travel to the chosen plane, or from that plane back to the Material Plane. This item can be found in the Dungeon Master’s Guide under the entry for Boon of Planar Travel.

Arborea

☑️ Belt of storm giant strength legendary DDAL06-03 Crypt of the Death Giants Show
Notes:

attunement

🏠 Ring on invisibility legendary DDEP08-03 Last Orders at the Yawning Show
Notes:

Ring of Invisibility: Wondrous item, Legendary (requires attunement) - This cold steel ring is invisible when unworn but becomes visible when slipped onto the wearer’s finger. While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying – apart from this ring – is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. To avoid being spotted while invisible, you must cover the ring with a glove.

☑️ Vorpal 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 is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM 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.

☑️ Studded Leather +2 very_rare Trade Log Show
🏠 Staff of the Magi legendary DDAL07-17 Cauldron of Sapphire Show
Notes:

Staff of the Magi

Quarterstaff, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
Table I

Weight: 4 lbs.

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 1d20. 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)
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
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 x 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
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.

🏠 Cloak of Invisibility legendary DDEP06-03 Hecatomb Show
Notes:

Cloak of Invisibility

Wondrous item, legendary (requires attunement)

While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the cloak’s maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak is unused, it regains 1 hour of duration.

Woven from the strands of an undead spider’s web, this sticky cloak renders the wearer invisible when worn. It smells faintly of dust and has a faintly cloying lingering scent when you move.

❎Blessing of Protection unique DDEP06-03 Hecatomb Show
Notes:

Blessing, unique [cannot be traded; does not count as a permanent magic item]

You gain a +1 bonus to AC and saving throws.

Your eyes have developed small flecks of brilliant gold, and your senses seem just a little bit sharper.

☑️ Ioun Stone of Mastery legendary DDAL00-11f Twice as Nice for Half the Price Show
Notes:

Wondrous item, legendary (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head.