Magic Items

Purchased Magic Items

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

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.

☐ Greatsword +3 very_rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
Notes:

Silvered Greatsword +3 Weapon (greatsword), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

☐ Bloodwell Vial +3 very_rare WBW-DC-AUG-01 Last Hour WBW-DC-AUG-01 Last Hour Show
Notes:

GREATER FEY PACT: MAESTRO’S POWER
(+3 BLOODWELL VIAL)
Wondrous item, very rare (requires attunement by a sorcerer)
This crystal vial is filled with bright red liquid and can't be opened while your attunement to it lasts. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. Owning this vial grants you a tiny portion of control as a
guardian of Sersa. The level of the red liquid inside indicates if all is well with Maestro’s guardianship.

☐ Dragon Scale Mail (Red Dragon Scale Mail) very_rare The Iron Baron (DDEP05-01) - Tier 2 The Iron Baron (DDEP05-01) - Tier 2 Show
Notes:

Armor (scale mail), very rare (requires attunement) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of a dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn. Dragon Resistance Black Acid Blue Lightning Brass Fire Bronze Lightning Copper Acid Gold Fire Green Poison Red Fire Silver Cold White Cold

☐ Potion of Diminution rare DDAL06-02 The Redemption of Kelvan DDAL06-02 The Redemption of Kelvan Show
Notes:

Potion, rare
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

☐ Mantle of Spell Resistance rare DDEX1-13 Pool of Radiance Resurgent DDEX1-13 Pool of Radiance Resurgent Show
Notes:

Wondrous item, rare (requires attunement)
This crimson fine linen cloak is edged with cloth-of-gold, and bears a gold clasp. The wearer’s ears tingle when a spell targets the wearer, whether or not it takes effect. A description of this item can be found in the Dungeon Master’s Guide.

☐ Boots of Speed with Waterborne Trait rare WBW-DC-AUG-01 Last Hour WBW-DC-AUG-01 Last Hour Show
Notes:

BOOTS OF SPEED
Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long
rest.
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

☐ Potion of Superior Healing rare DDAL05-13 Jarl Rising DDAL05-13 Jarl Rising Show
☐ Potion of Superior Healing rare Purchase Log Show
☐ Scimitar +2 rare Trade Log Show
☐ Scroll of Revivify rare CCC-TXLIFE-01 House of Masks CCC-TXLIFE-01 House of Masks Show
☐ Scroll of Steel Wind Strike rare CCC-TXLIFE-01 House of Masks CCC-TXLIFE-01 House of Masks Show
☐ Horn of Blasting rare DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
Notes:

Wondrous Item, rare
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

☐ Potion of Gaseous Form rare DDEX1-13 Pool of Radiance Resurgent DDEX1-13 Pool of Radiance Resurgent Show
Notes:

Potion, rare
This potion’s container seems to hold fog that moves and pours like water. A description of this item can be found in the Dungeon Master’s Guide.

☐ Sixth Sword (Rapier +2 w/ +2 Initiative) rare CCC-HAL-03-Six_Swords_Unbound CCC-HAL-03-Six_Swords_Unbound Show
☐ Dark Mother’s Ring of Spell Storing rare CCC-HAL-02 Six Striking Swords CCC-HAL-02 Six Striking Swords Show
Notes:

Wondrous Item, rare (Requires Attunement)
This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one’s finger when worn. While wearing this ring, the wearer can speak and understand Undercommon. If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to their better judgment. These effects are not strong enough to override existing character details or flaws.
This item can be found in the Dungeon Master’s Guide.

☐ Cloak of Displacement rare Service Hours Rewards Applied Show
Notes:

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

☐ Dragonborn Mage Spellbook rare DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
Notes:

The dragonborn mage’s spell book has the following spells in it that may be scribed into a character’s spellbook, using the rules in the Player’s Handbook.

1st level: detect magic, mage armor, magic missile, shield
2nd level: invisibility, mirror image
3rd level: haste, fireball, fly
4th level: Evard's black tentacles, polymorph
5th level: cone of cold, Bigby's hand

☐ Spell Scroll of Mass Cure Wounds rare CCC-HAL-02 Six Striking Swords CCC-HAL-02 Six Striking Swords Show
Notes:

Spell Scroll, rare
This item can be found in the Dungeon Master’s Guide.

☐ Vial of Drow Poison rare CCC-HAL-03-Six_Swords_Unbound CCC-HAL-03-Six_Swords_Unbound Show