Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Insignia of Claws uncommon HotDQ DM Reward Season 12A - Uncommon Reward (Insignia of Claws) + 250 GP Show
Wraps of Unarmed Power +3 very_rare Golden Vault Adventure Reward DDHC-KftGV-13 Fire and Darkness Show
Githyanki Earring (Ear Horn of Hearing) common Githyanki's FR-DC-BG The Flying Flame Show
Notes:

Githyanki Earring (Ear Horn of Hearing)

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.

Sentinel. This item glows faintly when aberrations are within 120 feet of it.

This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Instrument of the Bards (Cli Lyre) rare Efreeti Room DDHC-KftGV-13 Fire and Darkness Show
Brazier of Commanding Fire Elementals rare Efreeti Castle DDHC-KftGV-13 Fire and Darkness Show
Notes:

ilkath keri (Ignan for “blaze brightly”)

Bronze Griffon Figurine of Wondrous Power rare Dragon Hoard DDHC-KftGV-13 Fire and Darkness Show
Mace of Terror rare Dragon Hoard DDHC-KftGV-13 Fire and Darkness Show
Tome of Understanding very_rare DM Reward Very Rare Reward: Tome of Understanding (Magic Item) Show
lantern of revealing (without oil) uncommon DDHC-OotA Out of the Abyss DDHC-OotA Out of the Abyss Show
Oblivion (Staff of Power) very_rare Cinnabar Throne DDEP04 Reclamation of Phlan Show
Notes:

Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)

This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5

Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral claw. The claw clutches a green dragon scale the size of a small plate engraved with the elven word for “Oblivion”. The rune glows with a pale, green light and emits wisps of choking, caustic mist. Whoever is attuned the staff is able to speak, read, and write Draconic.

Bahamut’s Blessing (Blessing of Magic Resistance) unique Blessed by Bahamut FR-DC-BG The Flying Flame Show
Notes:

You have advantage on saving throws against spells and other magical effects.

Ring of Telekinesis very_rare Arkanoloth DDHC-KftGV-13 Fire and Darkness Show
Keoghtom's Ointment uncommon Alchemist Lab DDHC-OotA Out of the Abyss - Chapter 4: Gracklestugh Show
Notes:

Keoghtom's Ointment

Wondrous item, uncommon 

This glass jar, 3 inches in diameter, contains 5 (1d4+1) doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Smokepowder & Bullets (*) uncommon Trade Log Show