Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Flame Tongue Longsword rare Warduke WBW-HC Chapter 5: Palace of Hearth's Desire Show
Notes:

Flame Tongue
Weapon (any sword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Shield +1 uncommon Traded with Sleet Trade Log Show
The Plague Fly (Figurine of Wonderous Power: Ebony Fly) rare Traded with Sleet Trade Log Show
Mithral Half-Plate uncommon Traded with De Gulden Pierre Trade Log Show
Spear of Backbiting very_rare Traded. Originally from: DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Trade Log Show
Notes:

Weapon (spear), very rare (requires attunement)
Simple weapon, melee weapon
3 lb. 1d6 piercing - thrown (50/90 ft.), versatile (1d8)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Bat Burglar Cloak (Guardian Cloak of the Bat) rare Traded from Ticktock Trade Log Show
Notes:

Wondrous Item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Ring of Regeneration very_rare Traded from Thogrimm Thunderhammer Trade Log Show
Wings of Flying rare Traded from The Farmer Trade Log Show
Emerald of the Warmage common Traded from Sorsha Trade Log Show
Enduring Spellbook common Traded from Rafael Dust Trade Log Show
Serpent's Fang rare Traded from Noxius Nadarr Trade Log Show
FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE) rare Traded from Lemuriankrapfen Trade Log Show
Notes:

FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE)
*Wondrous item, rare (requires Attunement) *

You have advantage on saving throws against spells while you wear this cloak.

*This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact.
*
Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.

Belt of Hill Giant Strength rare Traded from Hatori Hanzo Trade Log Show
Sir Talavor's Longsword (Dagger+1) uncommon Traded from Fengir Trade Log Show
Staff of Adornment common Traded from Fafnar Forgehammer Trade Log Show
Eldritch Staff very_rare Taken from Skylla @Motherhorn WBW-HC Chapter 4: Yon Show
Notes:

Eldritch Staff
Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.

Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

Amulet of the Devot +1 uncommon Season 11 Level 5 Reward Trade Log Show
Force Resistance (Wish) unique Reward granted from Zybilna for saving her WBW-HC Chapter 5: Palace of Hearth's Desire Show
Notes:

** REWARD from Zybilna: One casting of a wish spell (for the group)**
Gained permanent resistance to Force damage

Chime of Opening rare Present from Sir Talavar WBW-HC Chapter 5: Palace of Hearth's Desire Show
Notes:

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless. 9 uses left.

Longsword +1 uncommon Present from rescued Dwarf for his rescue WBW-HC Chapter 3: Thither Show