Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Winged Boots uncommon Wild Beyond the Witchlight, Chapter 5, Part B Wild Beyond the Witchlight, Chapter 5, Part B Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

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

Wondrous Item, Rare

This magic rose is white. While a rose is held, it gains a harmless visual effect as indicated on the table. The white rose is covered with frost.

While holding the rose by its stem, you gain resistance to cold damage. If you would take more than 10 damage of cold 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 cold. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 cold damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

☐ Warhammer +1 (Giant Sized) 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:

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

☐ Wand of Paralysis 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:

Wand, 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 cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

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.

☐ Wand of Enemy Detection rare DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Wand, rare (requires attunement)
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

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.

☐ 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)

☐ Staff of Striking very_rare Wild Beyond the Witchlight, Chapter 5, Part B Wild Beyond the Witchlight, Chapter 5, Part B Show
Notes:

Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

☐ Staff of Frost 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:

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.

☐ Splint +2 common DDEP10-02 A Song of Spears (Tier 3) DDEP10-02 A Song of Spears (Tier 3) Show
Notes:

Armor (heavy), very rare
This armor is made of magically treated remorhaz hide
and is trimmed with black fur and decorated with feathers
and beads.
You have a +2 bonus to AC while wearing this armor.

☐ Spell Scroll: Teleport very_rare DDAL06-03 Crypt of the Death Giants DDAL06-03 Crypt of the Death Giants Show
☐ Spell Scroll: Project Image rare DDAL06-03 Crypt of the Death Giants DDAL06-03 Crypt of the Death Giants Show
Notes:

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

  • - (a small replica of you made from materials worth at least 5 gp)
☐ Spell Scroll of Sending common DDAL-DRW-14 The City That Should Not Be DDAL-DRW-14 The City That Should Not Be Show
☐ Spell Scroll of Reverse Gravity very_rare DDEP00- 01The Red War DDEP00- 01The Red War Show
☐ Spell Scroll of Protection from Elementals 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:

Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.

The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.

A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

☐ Spell Scroll of Power Word Pain very_rare DDEP00- 01The Red War DDEP00- 01The Red War Show
☐ Spell Scroll of Move Earth very_rare DDAL-DRW-11 Shadows in the Stacks DDAL-DRW-11 Shadows In The Stacks Show
☐ Spell Scroll of Mending common DDAL-DRW-11 Shadows In The Stacks DDAL-DRW-11 Shadows In The Stacks Show
☐ Spell Scroll of Mass Cure Wounds rare DDEP10-02 A Song of Spears (Tier 3) DDEP10-02 A Song of Spears (Tier 3) Show
Notes:

Spell Scroll of Mass Cure Wounds
Spell Scroll, Rare

This spell scroll can be used to cast Mass Cure Wounds

☐ Spell Scroll of Locate Object common DDAL-DRW-11 Shadows in the Stacks DDAL-DRW-11 Shadows In The Stacks Show
☐ Spell Scroll of Heal common DDEP10-02 A Song of Spears (Tier 3) DDEP10-02 A Song of Spears (Tier 3) Show
Notes:

Allows the reader to cast heal