Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Pearl of Power uncommon DDAL-DRW-13 Night Thieves DDAL-DRW-13 Night Thieves Show
Notes:

Wondrous Item, Uncommon (Requires Attunement by a
Spellcaster)
This large freshwater pearl is set into a golden button.
While this pearl is on your person, you can use an action
to speak its command word and regain one expended spell
slot. If the expended slot was of 4th level or higher, the new
slot is 3rd level. Once you use

☐ Oil of Slipperiness uncommon DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
☐ Oil of Sharpness very_rare DDEP10-02 A Song of Spears (Tier 3) DDEP10-02 A Song of Spears (Tier 3) 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.

☐ Nolzur's Marvelous Pigments very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-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.

☐ Nine Lives Stealer Scimitar very_rare CCC-QCC2018-01 Of Gods and Monsters CCC-QCC2018-01 Of Gods and Monsters Show
Notes:

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is also slain. When the sword has no charges remaining, it loses this property.

The hilt of this weapon is covered with carved, ancient Rellanic runes that seem to comprise nonsensical words or, possibly, a list of proper names.

This item can be found in the Dungeon Master’s Guide.

☐ Night Caller uncommon DDHC-The Sunless Citadel-The Citadel DDHC-The Sunless Citadel-The Citadel Show
Notes:

Night Caller
Wondrous item, uncommon

This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.

If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.

☐ Necklace of Fireballs rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Wondrous Item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

☐ Morning Star +2 rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Mariner's Armor (Scale Mail) uncommon CCC-BMG-MOON 17-1 Sailing the Sea of Shadow CCC-BMG-MOON 17-1 Sailing the Sea of Shadow Show
Notes:

Mariner's Armor (Scale Mail) - While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

☐ Mariner's Armor uncommon DDAL-DRW-09 Vile Bounty 5 DDAL-DRW-09 Vile Bounty Show
Notes:

Armor (studded leather), uncommon
Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you
start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

☐ Mantle of Spell Resistance rare DDAL-DRW-11 Shadows In The Stacks DDAL-DRW-11 Shadows In The Stacks Show
Notes:

Wondrous item, rare (requires attunement)
This cloak is wrought from cloth as dark as a starless
night sky. You have advantage on saving throws against spells while
you wear this cloak.

☐ Love's Bite (Nine Lives Stealer) (Longsword) very_rare Traded Clypeus Drayven Trade Log Show
☐ Longsword +2 rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Javelin of Lightning uncommon DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

☐ Immovable Rod uncommon CCC-BMG-MOON 17-2 Shed Blood Shed Light CCC-BMG-MOON 17-2 Shed Blood Shed Light Show
Notes:

Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

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

☐ Hand Crossbow +2 rare Traded Clypeus Drayven Trade Log Show
Notes:

Weapon (crossbow, hand), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

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

Notes: Bonus: Magic, Damage, Combat, Ammunition, Light, Loading, Range

☐ Half-Plate +2 very_rare DDEP07-02 Drums of the Dead (Tier 3) DDEP07-02 Drums of the Dead (Tier 3) Show
Notes:

Armor (Half Plate), Very Rare

You have a +2 bonus to AC while wearing this armor.
Notes: Bonus: Armor Class, Combat, Warding

Item Tags: COMBAT WARDING

☐ Green Chromatic Rose rare PO-MOON-02 Unsee the Unseelie PO-MOON-02 Unsee the Unseelie Show
Notes:

Wondrous Item, Rare

This magic rose is green. While a rose is held, it gains a harmless visual effect as indicated on the table. The green rose issues green gas.

While holding the rose by its stem, you gain resistance to poison damage. If you would take more than 10 damage of poison from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of poison. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 poison damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

☐ Great Sword (Frost Brand) very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Weapon (any sword), 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 non-magical flames within 30 feet of you. This property can be used no more than once per hour.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed

☐ Greater Silver Sword legendary PO-BK1-08 - Dark Side of the Rune PO-BK1-08 - Dark Side of the Rune Show
Notes:

Weapon (greatsword), legendary (requires attunement by a
creature that has psionic ability)
This magic weapon grants a +3 bonus to attack and
damage rolls made with it. While you hold the sword,
you have advantage on Intelligence, Wisdom, and
Charisma saving throws, you are immune to being
charmed, and you have resistance to psychic damage.
In addition, if you score a critical hit with it against a
creature’s astral body, you can cut the silvery cord
that tethers the target to its material body, instead of
dealing damage.
Proficiency with a greatsword allows you to add your
proficiency bonus to the attack roll for any attack you
make with it.