Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Spell of Otiluke's Resilient Sphere rare DDAL-CGB Cloud Giant's Bargain DDAL-CGB Cloud Giant's Bargain Show
☐ Mantle of Spell Resistance rare REWARDS LIST: SEASON OF SPELLJAMMING Service Hours Awarded Show
Notes:

Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.

☐ Plate Mail +1 rare DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Trade Log Show
☐ Amulet of the Devout +2 rare DRW-11 Shadows in the Stacks Trade Log Show
Notes:

Wondrous Item, varies (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet’s rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ Wand of Fireballs rare SJ-DC-ECHO-03 Gold Rush SJ-DC-ECHO-03 Gold Rush Show
Notes:

WAND OF FIREBALLS
Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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.

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

Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Forged in the City of Brass by an efreeti smith, this wand is made of pure adamantine. Ripples of folded metal swirl across the haft of the wand, a product of the ten thousand hammer blows used to shape it.

☐ Bulletproof Vest (Breastplate +1) rare Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Show
Notes:

Special Flavor: "Strange Material. This armour is composed of ceramic plates and a weave of synthetic aramid fibers, rather than leather and metal." This means it is druid friendly. It is described as, "A black tactical vest meant to block ballistic fire. A removable patch on the back reads 'SUNCORP SECURITY'.")

☐ Cloak of the Bat “Doom Cloak” rare Spelljammer of the Damned (SJ-DC-LNS-01) Spelljammer of the Damned (SJ-DC-LNS-01) Show
Notes:

Wondrous Item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or
darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you
can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be
used this way again until the next dawn. Dungeon Master's Guide, pg. 159

“This ruby red cloak shimmers in the light of the moon and reflects a
blood red light in the sun.”

Guardian. The item screeches ultrasonic echoes warning to its
bearer, granting a +2 bonus to initiative if the bearer isn’t
incapacitated.

☐ Mace of Smiting rare REWARDS LIST: SEASON OF SPELLJAMMING Service Hours Awarded Show
Notes:

Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

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

☐ Greatsword +2 rare DDHC-CoS-7 Curse of Strahd Service Hours Awarded Show
Potion of Superior Healing rare CCC-OCC-01 Red War: Housekeeping CCC-OCC-01 Red War: Housekeeping Show
☐ Sweet HoneyFish Mooncake (Keoghtom's Ointment) x4 uncommon Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) Show
Notes:

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

☐ Bag of Holding uncommon CCC-GARY-05 The Shadows of the Trees CCC-GARY-05 The Shadows of the Trees Show
Notes:

Wondrous Item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Notes: Utility, Container

☐ Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
Notes:

Gauntlets of Ogre Power Wondrous Item, uncommon (requires attunement) These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. Your Strength is 19 when you wear these gauntlets. They have no effect if your Strength is already 19 or higher.

☐ Oil of Slipperiness uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
☐ Potion of Healing uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
☐ Mithral Half Plate uncommon CCC-GLIP-01-03 CCC-GLIP-01-03 Show
Notes:

Armor (half-plate), uncommon This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments. Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. This item can be found in the Dungeon Masters Guide.

☐ Hand Crossbow +1 uncommon Starting Play at Level 5 Starting Play at Level 5 Show
☐ Helm of Telepathy uncommon DC-PoA-TDG01-09 Wyrm Walkers DC-PoA-TDG01-09 Wyrm Walkers Show
Notes:

Helm of Telepathy
“Ryboslav’s Helm”
Wondrous Item, uncommon (requires attunement)
While wearing this helm, you can use an
action to cast the detect thoughts spell (save
DC13) from it. As long as you maintain
concentration on the spell, you can use a
bonus action to send a telepathic message
to a creature you are focused on. It can
reply–using a bonus action to do so–while
your focus on it continues.
While focusing on a creature with detect
thoughts, you can use an action to cast the
suggestion spell (save DC13) from the helm
on that creature. Once used, the suggestion
property can't be used again until the next
dawn.
“A chardalyn helm with red ruby eyes and an
illithid/gold

☐ Ring of Jumping uncommon DDHC-KGV-03 - Reach for the Stars Trade Log Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

☐ Potion of Healing x2 uncommon DDEX1-11 Dark Pyramid of Sorcerer's Isle DDEX1-11 Dark Pyramid of Sorcerer's Isle Show