Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Ioun Stone of Regeneration legendary DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
Notes:

Display Item on VTT

Wondrous Item, legendary (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Regeneration. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

☐ Robe of Stars [VR, Attunement] very_rare DDEX3-16 Assault on Maerimydra (Part 2) DDEX3-16 Assault on Maerimydra (Part 2) Show
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Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

☐ Shield of the Uven Rune very_rare BMG-MOON-MD-11 - The Curse of Pacts and Passion BMG-MOON-MD-11 - The Curse of Pacts and Passion Show
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Armor (shield), very rare (requires attunement)
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.

While holding the shield, you benefit from the following properties.

Winter’s Friend. You are immune to cold damage.

Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.

Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.

Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Mystra’s Blessing of Magic Resistance very_rare FR-DC-LIGA-03 - Doom Reborn FR-DC-LIGA-03 - Doom Reborn Show
Notes:

Mystra’s Blessing of Magic Resistance
You have advantage on saving throws against spells and other magical effects.

☐ Scroll of Prismatic Spray very_rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Demon Armor [VR, Attunement] very_rare DDEX3-16 Assault on Maerimydra (Part 2) DDEX3-16 Assault on Maerimydra (Part 2) Show
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Armor (plate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

☐ Wand of Polymorph very_rare DDAL07-13 Old Bones and Older Tomes DDAL07-13 Old Bones and Older Tomes Show
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Wand, very rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

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.

☐ Carpet of Flying 4FT. X 6FT. (Draconic Soul Wing) very_rare FR-DC-QLA-01 Mel's Pit FR-DC-QLA-01 Mel's Pit Show
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Wondrous Item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly.

Size Capacity Flying Speed
3 ft. x 5 ft. 200 lb. 80 feet
4 ft. x 6 ft. 400 lb. 60 feet
5 ft. x 7 ft. 600 lb. 40 feet
6 ft. x 9 ft. 800 lb. 30 feet

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

☐ Tome of Leadership and Influence very_rare CCC-ROZK-01-02 Zhentarim's Lament CCC-ROZK-01-02 Zhentarim's Lament Show
Notes:

Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, 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 charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. A description of this item can be found in the Dungeon Master's Guide (pg. 208)

☐ The Mask of Wompona Yarp (Helm of Brilliance) very_rare DDAL07-14 Fathomless Pits of Ill Intent DDAL07-14 Fathomless Pits of Ill Intent Show
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Wondrous item, very rare (requires attunement)

This dazzling helm is set with 1d10 diamonds, 2d10

rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.

• As long as the helm has at least one ruby, you have resistance to fire damage.

• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. This item is found in the Dungeon Master’s Guide.

This monstrous batiri goblin mask is made of lacquered wood and its gems carved to resemble numerous unblinking eyes. When a gem is used, the surrounding wood closes around it like an eyelid. When found, the helm has 6 diamonds, 5 rubies, 17 fire opals, and 34 opals.

☐ Sage's Signet (Lion) very_rare Service Hours Awarded_2024: 50th Anniversary_Very Rare Reward Service Hours Awarded_2024: 50th Anniversary_Very Rare Reward Show
Notes:

Ring, varies (requires attunement by a Spellcaster)
This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn.

Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A ring’s signet determines its rarity as well as the additional spells it can cast. While wearing a Sage’s Signet, you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn.

Sage’s Signet
Signet Rarity Spells
Bear Very rare Enlarge/Reduce, Polymorph
Hart Very rare Aura of Vitality, Mass Cure Wounds
Lion Very rare Destructive Wave, Fireball
Serpent Rare Fear, Hex
Songbird Rare Charm Person, Hypnotic Pattern
Wolf Very rare Freedom of Movement, Pass without Trace

☐ Potion of Flying very_rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Ioun Stone, Fortitude very_rare FR-DC-LIGA-04 - Many Spell's Gambit FR-DC-LIGA-04 - Many Spell's Gambit Show
Notes:

Wondrous item, very rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

☐ Scroll of True Seeing very_rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Arcane Grimoire +3 very_rare DDHC-KGV 13 Fire and Darkness DDHC-KGV 13 Fire and Darkness Show
Notes:

Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, wizard

☐ Staff of Power very_rare DDEP04 Reclamation of Phlan Service Hours Award_Very Rare Show
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Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

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

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, 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 spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

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 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

☐ +3 Arcane Grimoire "Book of Trios" very_rare BMG-MOON-MD-08 Down The Rabit Hole Trade Log Show
Notes:

That sounds fine, good if things like this come to use. Ill post some details
It is from a previous Moon-MD were we got into a fey-market called the rabbit hole when trying to get into the unseelie Winterglen and Citadel Umbra.

+3 Arcane Grimoire "Book of Trios" Very Rare (BMG-MOON-MD-08) (Attune Wizard)
Wondrous Item, Very Rare (Requires Attunement by a Wizard)
Function:
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity (+3).
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Description:
This old book, titled “Book of Trios”, is remarkably well-preserved. Its brown and gold cover is coated with a fine layer of pixie dust, which gets on everything it touches. When a spell is cast from the book, the pixie dust swirls into a glittering aura of arcane energy around the caster.

☐ Araelathila (Elven Thrower) very_rare FR-DC-LIGA-01 - Wyrmwell Flame FR-DC-LIGA-01 - Wyrmwell Flame Show
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Weapon (spear), very rare (requires attunement by a Elf)
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.

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

☐ Potion of Flying very_rare DDAL07-13 Old Bones and Older Tomes DDAL07-13 Old Bones and Older Tomes Show
Notes:

Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

☐ Scroll of Heal [VR] very_rare DDEX3-16 Assault on Maerimydra (Part 2) DDEX3-16 Assault on Maerimydra (Part 2) Show
Notes:

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.