Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Ring of Telekinesis very_rare 12b Service Hours Awarded_Very Rare Service Hours Award_Very Rare Show
Notes:

Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.

☐ Selendang Bomoh (Mantle of Spell Resistance) rare WBW-DC-DMMC-01 Solitude of Solace WBW-DC-DMMC-01 Solitude of Solace Show
Notes:

SELENDANG BOMOH (MANTLE OF SPELL
RESISTANCE)
Wondrous Item, Rare (Requires Attunement)
Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak.
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

☐ Tongkat Nenek Kebayan (Staff of Healing) rare WBW-DC-DMMC-01 Solitude of Solace WBW-DC-DMMC-01 Solitude of Solace Show
Notes:

TONGKAT NENEK KEBAYAN (STAFF OF
HEALING)
Staff, Rare (Requires Attunement by a Bard, Cleric or Druid)
This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

☐ Tentacle Rod rare CCC-GHC-BK1-03 The Darkest Knight CCC-GHC-BK1-03 The Darkest Knight Show
Notes:

Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

☐ Ring of Spell Storing rare DDAL 04-08 The Broken One DDAL 04-08 The Broken One Show
Notes:

Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

☐ Rod of the Pact Keeper +2 rare DDEX3-13 Writhing in the Dark Trade Log Show
Notes:

Rod, varies (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ Scale Mail +1 rare DDHC-KGV-08 - Vidorant's Vault Trade Log Show
Notes:

Armor (light, medium, or heavy), rare You have a +1 bonus to AC while wearing this armor.

☐ Vial of Drow Poison rare CCC-HAL-03 Six Swords Unbound CCC-HAL-03 Six Swords Unbound Show
☐ Glamoured Studded Leather rare DDAL-04-09 The Tempter DDAL-04-09 The Tempter Show
Notes:

Armor (studded leather), rare
Any illusion of normal clothing and other types of armor created by this item can appear only to be of the finest quality. No matter what form it takes, when you wear this item, your appearance draws the eye of those around you. In its natural state, this armor is tight and immodestly cut.

☐ Scroll of Mass Cure Wounds rare DDAL-04-09 The Tempter DDAL-04-09 The Tempter Show
☐ Wand of Fireballs rare BMG-DRWEP-OD-01 - The Enemy of my Enemy BMG-DRWEP-OD-01 - The Enemy of my Enemy Show
Notes:

Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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 crumbles into ashes and is destroyed.

☐ Chime of Opening rare DDHC-CandleKeep Mysteries-Book of Cylinders Trade Log Show
Notes:

Wondrous Item, rare

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.

☐ Potion of Heroism rare BMG-DRWEP-OD-01 - The Enemy of my Enemy BMG-DRWEP-OD-01 - The Enemy of my Enemy Show
Notes:

Potion, rare
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

☐ Earring of Message uncommon BMG-DRWEP-OD-01 - The Enemy of my Enemy BMG-DRWEP-OD-01 - The Enemy of my Enemy Show
Notes:

Wondrous Item, common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

☐ Wand of Secrets uncommon CCC-BMG-MOON-1-2 Mind the Missive CCC-BMG-MOON-1-2 Mind the Missive Show
Notes:

Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

☐ Bag of Holding uncommon CCC-WWC-03 Tyrant of the Forgotten Forge CCC-WWC-03 Tyrant of the Forgotten Forge Show
Notes:

Magic Item Unlock
Bag of Holding
Wondrous Item, Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

☐ Cloak of Protection +1 uncommon CCC-WWC-04 The Black Hand CCC-WWC-04 The Black Hand Show
☐ +1 Splint Armor uncommon DDEX1-12 Raiders of the Twilight Marsh DDEX1-12 Raiders of the Twilight Marsh Show
☐ Scroll of Water Walking uncommon DDEX1-12 Raiders of the Twilight Marsh DDEX1-12 Raiders of the Twilight Marsh Show
☐ Scroll of Haste uncommon DDEX1-12 Raiders of the Twilight Marsh DDEX1-12 Raiders of the Twilight Marsh Show