Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Cloak of Many Fashions common Traded from Murr Trade Log Show
Mystery Key common Traded from Silk Trade Log Show
Earth Tender’s Branch (Staff of the Python) uncommon Camp of Lizardfolk CCC-BMG MOON 8-2 Breasal Strife Show
Notes:

Earth Tender’s Branch (Staff of the Python)

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

This gnarled staff is carved from the wood of a cypress tree and bears numerous small holes in the wood.

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Eyes of the Eagle uncommon Adventure Reward CCC-BMG MOON 15-1 Shattered Omens Show
Notes:

Eyes of the Eagle
Wondrous Item, uncommon (requires attunement)
These crystal lenses fit over the eyes.
While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight.
In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

These crystal lenses could be mistaken for a masquerade mask due to their elegant golden plumage.

Gem of Brightness uncommon Endboss CCC-BMG MOON 8-1 Blood on the Moors Show
Notes:

Gem of Brightness

Wondrous item, uncommon

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

This item is found in the Dungeon Master’s Guide.

Googles of Night uncommon Crabs' Lair DDHC-TYP-White Plume Mountain Show
Boots of Striding and Springing uncommon Sir Bluto's Lair DDHC-TYP-White Plume Mountain Show
Quarterstaff+1 uncommon Traded with Prof. Xun Hardshield Trade Log Show
Stone of Good Luck (Luckstone) uncommon Corrupted Moonwell CCC-BMG MOON 8-3 A Grim View of Farview Show
Notes:

Stone of Good Luck (Luckstone)

Wondrous item, uncommon (requires attunement)

Every color of the rainbow dances across this opal’s polished surface. Delicate silver leaves form loops that may be used to hang the luckstone from a chain or bind it to another item. It was once woven into the mane of the unicorn Arynn.

While this polished stone is on your person, you gain a +1 bonus to ability checks and saving throws.

Figurine of Wondrous Power (Silver Raven) uncommon Adventure Reward CCC-BMG MOON 11-2 A Darkened Court Show
Notes:

Figurine of Wondrous Power (Silver Raven)

Wondrous Item, uncommon

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

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.

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.

Bag of Tricks (rust) uncommon Adventure Reward CCC-BMG MOON 15-3 Fallen Wonder Show
Notes:

Bag of Tricks (rust)

Wondrous Item, uncommon

This ordinary bag, made from rust appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Rust Bag of Tricks
d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear

This simple bag made from rust cloth is embroidered with silken threads, showcasing the insignia of a wizard long forgotten.

Though it appears to be empty, a keen ear held near the drawstring reveals the soft murmur of creatures within.

Nature's Mantle uncommon Original Source: WBW-DC-GC14-02 Soul of the Forest Trade Log Show
Pipes of Haunting uncommon Traded from Rafael Dust Trade Log Show
G.R.I.P. (Eldritch Claw Tattoo) uncommon Traded with Seine hoheitliche Fellminenz Schattentod, Erster seines Namens Trade Log 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

Mace of Terror rare Dragon Hoard DDHC-KotGV Fire and Darkness Show
Notes:

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you 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.

The mace regains 1d3 expended charges daily at dawn.

Rod of the Pact Keeper +2 rare Traded from Nox (Rudi) Trade Log Show
Notes:

Original Source: DDAL09-20 Where Devils Fear to Tread

Bracers of Defence rare Traded from Raphael Dust Trade Log Show