Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Daern’s Instant Fortress rare CCC-BWM-07-03 The Beast Unleashed CCC-BWM-07-03 The Beast Unleashed Show
Notes:

Wondrous Item, rare
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

☐ Potion of Superior Healing rare CCC-BWM-07-03 The Beast Unleashed CCC-BWM-07-03 The Beast Unleashed Show
Notes:

Potion of Superior Healing
Potion, rare
You regain 8d4+8 hit points when you drink this potion. This item is found in the Dungeon Master’s Guide.

☐ Potion of Heroism rare CCC-BWM-07-03 The Beast Unleashed CCC-BWM-07-03 The Beast Unleashed Show
Notes:

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

☐ Armor of Radiant Resistance (Half Plate) rare REWARDS LIST: SEASON OF SPELLJAMMING Trade Log Show
Notes:

Applicable Armor:

Name Type AC Strength Stealth
Padded Light 11 + Dex modifier -- Disadvantage
Leather Light 11 + Dex modifier -- --
Studded Leather Light 12 + Dex modifier -- --
Hide Medium 12 + Dex modifier (max 2) -- --
Chain Shirt Medium 13 + Dex modifier (max 2) -- --
Scale Mail Medium 14 + Dex modifier (max 2) -- Disadvantage
Breastplate Medium 14 + Dex modifier (max 2) -- --
Half Plate Medium 15 + Dex modifier (max 2) -- Disadvantage
Ring Mail Heavy 14 -- Disadvantage
Chain Mail Heavy 16 Strength 13 Disadvantage
Splint Heavy 17 Strength 15 Disadvantage
Plate Heavy 18 Strength 15 Disadvantage
Notes: Resistance: Acid, Resistance: Cold, Resistance: Fire, Resistance: Force, Resistance: Lightning, Resistance: Necrotic, Resistance: Poison, Resistance: Psychic, Resistance: Radiant, Resistance: Thunder, Combat, Warding

Item Tags: COMBAT WARDING

☐ Flame Tongue Longsword rare DDHC-KGV-10 - Heart of Ashes Trade Log Show
Notes:

Weapon (longsword), 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.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Spell Scroll: Power Word Stun rare BMG-DRW-OD-09 - Sschindylryn, the City of Portals BMG-DRW-OD-09 - Sschindylryn, the City of Portals Show
Notes:

8th-Level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The s⁠tunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

☐ Chain Mail +1 rare DDHC-TYP White Plume Mountain Trade Log Show
Notes:

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

☐ Spell Scroll of Greater Restoration very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
☐ Skyfist Weapon (Dwarven Thrower) (warhammer) very_rare DDEP4-Reclamation of Phlan DDEP4-Reclamation of Phlan Show
Notes:

Skyfist (Dwarven Thrower) Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in soft green dragonskin leather. Affixed to an iron ring in the pommel is a strip of tattered (but indestructible), blood-stained parchment inscribed with a Dwarven battle canticle. When used in battle, the hammer reads the canticle aloud in a deep, resonating voice audible within 30 feet of the Weapon.

☐ Tome of Clear Thought very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
Notes:

Wondrous Item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

☐ Manual of Gainful Exercise very_rare 12b Service Hours Awarded_Very Rare Service Hours Award_Very Rare Show
Notes:

Wondrous Item, very rare
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

☐ Plate Armor +2 very_rare DDHC-Curse of Strahd Service Awards Applied Show
Notes:

Armor (light, medium, or heavy), very rare
You have a +2 bonus to AC while wearing this armor.

☐ Potion of Speed x2 very_rare DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King Show
Notes:

Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.

☐ Nolzur's Marvelous Pigments very_rare DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Wondrous Item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

☐ Potion of Cloud Giant Strength very_rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Rod of Absorption (Lor'Shon Va'Na'Eel) very_rare DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) Show
Notes:

LOR’SHON VA’NA’EEL (ROD OF ABSORPTION) Wondrous Item, very rare (requires attunement by a wizard) The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. (no charges absorbed)

Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

☐ Oil of Sharpness very_rare DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) Show
Notes:

Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

☐ Staff of Frost very_rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)

You have resistance to cold damage while you hold this staff.

The 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 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 turns to water and is destroyed.

☐ Frost Brand Greatsword very_rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Weapon (greatsword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Potion of Vitality very_rare DDAL-DRW14-The City that Should Not Be DDAL-DRW14-The City that Should Not Be Show
Notes:

Potion, Very Rare
When you drink this potion, it removes any exhaustion you
are suffering and cures any disease or poison affecting you.
For the next 24 hours, you regain the maximum number of
hit points for any Hit Die you spend. The potion’s crimson
liquid regularly