Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
G.R.I.P. (Eldritch Claw Tattoo) uncommon Traded with Seine hoheitliche Fellminenz Schattentod, Erster seines Namens Trade Log Show
Quarterstaff+1 uncommon Traded with Prof. Xun Hardshield Trade Log Show
Brazier of Commanding Fire Elementals rare Traded from Sorsha Trade Log Show
Figurine of Wonderous Power: Marble Elephant rare Traded from Sorsha Trade Log Show
Mystery Key common Traded from Silk Trade Log Show
Bracers of Defence rare Traded from Raphael Dust Trade Log Show
Pipes of Haunting uncommon Traded from Rafael Dust Trade Log Show
Rod of the Pact Keeper +2 rare Traded from Nox (Rudi) Trade Log Show
Notes:

Original Source: DDAL09-20 Where Devils Fear to Tread

Tome of Leadership and Influence very_rare Traded from Noxius Nadarr Trade Log Show
Cloak of Many Fashions common Traded from Murr Trade Log Show
Auntie Helena’s Wand (Wand of Paralysis) rare Traded from Greg Wyrmvalor Trade Log Show
Longsword +1 (former Sword of Vengeance) uncommon Soul Shard of the Slain CCC-BMG MOON 15-2 Forgotten Fealty Show
Notes:

Sword of Vengeance

Weapon (longsword), 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.

The sword, no longer tainted by Malar’s corruption, is now a clear crystal. The sword is only loyal to the wielder, becoming a dull blade to anyone else. When the sword strikes a target, a blue-white trail is left briefly in its wake.

Boots of Striding and Springing uncommon Sir Bluto's Lair DDHC-TYP-White Plume Mountain Show
Medallion of Thoughts uncommon Princess Room CCC-BMG MOON 11-3 A Darkened Heart Show
Notes:

Medallion of Thoughts

Wondrous Item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

This medallion is made out of polished silver and shaped like a small mirror.
Any thoughts detected by the device appear in the mirrored surface as either images or the surface fogs over and words appear.

Nature's Mantle uncommon Original Source: WBW-DC-GC14-02 Soul of the Forest Trade Log Show
Ring of Protection rare Oni DDHC-TYP-White Plume Mountain Show
Ring of Spell Storing rare Oni DDHC-TYP-White Plume Mountain Show
Instrument of the Bards (Cli Lyre) rare Loot from Efreeti DDHC-KotGV Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Rope of Entanglement rare Looted from Slavers DDHC-KotGV Fire and Darkness Show
Notes:

Wondrous item, rare

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rope of Entanglement rare Looted from an Erinyes DDHC-KotGV Fire and Darkness Show
Notes:

Wondrous item, rare

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.