Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Horn of silent alarm common DnD Celebration 2020 611 DDEP 10-00 Great Knucklehead Rally Show
Notes:

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Wand of Pyrotechnics common DDAL10-05 A Blight in the Darkness Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed. This item can be found in Xanathar’s Guide to Everything.

Prosthetic Limb common DDAL10-06 The Fallen Star Show
Notes:

Wondrous item, common

This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.

This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.

Clockwork Amulet common DDAL 10-08 Volatile Thoughts Show
Notes:

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Wand of Pyrotechnics common DC-PoA We're One Behind But Who's Counting Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

Clockwork Amulet common DDAL 10-10 - Burying the Past Show
Notes:

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Pixie Winged Boots common Purchase Log Show
Notes:

Pixie Winged Boots
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots.

Winged Boots
Wondrous Item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Moose's Mithral Barding uncommon Trade Log Show
Notes:

Mithral Scale male Barding for Moose

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Greataxe +1 uncommon Purchase Log Show
Notes:

renown

Longbow +2 rare DDHC-CM Alkazaar's Appendix Show
Notes:

Longbow +2

Weapon (longbow), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Wand of the War Mage +2 rare CCC-ROZK01-1 - 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.

Ring of Acid Resistance rare Purple Worm Poo DDHC-CM Alkazaar's Appendix Show
Notes:

Ring of Acid Resistance

Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.

Ring of Protection rare DDHC-CM Alkazaar's Appendix Show
Notes:

Ring of Protection

Ring, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Wand of Fear rare DDHC-CM Alkazaar's Appendix Show
Notes:

Wand of Fear

Wand, rare (requires attunement)

This wand has 7 charges for the following properties. It 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.

Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Winter wolf cloak (Hell Hound Cloak) rare DDAL00-13 Ferocious Love Show
Notes:

This dark
cloak is made of cured winter wolf hide. As an
action, you can command the cloak to transform
you into a winter wolf for up to 1 hour. It is all
other ways the same as a hell hound cloak.

Horn of Blasting rare DDHC-CM Alkazaar's Appendix Show
Notes:

Horn of Blasting

Wondrous item, rare

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Staff of Withering rare DDHC-CM Alkazaar's Appendix Show
Notes:

Staff of Withering

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.

Staff of the Woodlands rare DDHC-CM Xanthoria Show
Notes:

Staff of the Woodlands
Staff, rare (requires attunement by a druid)

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 have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Hag's Clawblade rare CCC-BMG MOON 15-2 Forgotten Fealty Show
Notes:

This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties. This item functions as a vicious weapon (rapier)

Wand of the War Mage +3 very_rare DDEP 10-02 - A Song of Spears Show
Notes:

Wand, very rare (requires attunement by a spellcaster)

The shaft of this wand is made of blackened bone covered in flecks of a strange, unidentifiable metal.

While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.