Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Instrument of Scribing ("Twilight’s Flute", Compass Minor Property)
common
SJ-DC-PHP-POLAR-01 Folly Undone
Show
Notes:
common (requires attunement by a wizard)
This flute has the smell of petrichor and morning dew. The message written with this flute shimmers with prismatic blue light.
In addition, the instrument of scribing has the compass minor property. The wielder can use an action to learn which way is north.
Periapt of Proof Against Poison
rare
CCC-BMG-30
Service awards Tier 2 magic item - Periapt of Proof against poison
Show
Tome of Leadership and Influence
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
Service awards Tier 3 magic item - Tome of Leadership and Influence + level
Show
Manual of Iron Golems
rare
DDAL00-06
Service awards Tier 2 magic item - Manual of Iron Golems
Show
Figurine of Wondrous Power Obsidian Steed
very_rare
DDEP00-01 Red War
Service awards Tier 3 magic item
Show
Tentacle Rod
rare
DDEP-DRW01
DDEP-DRW01 Assault on Myth Nantar
Show
Notes:
Rod, rare (requires attunement).
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Staff of Power
very_rare
DDHC-TYP-Tomb of Horrors
Trade Log
Show
Notes:
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 roll but loses all other Properties. On a 20, the staff regain 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 x 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.
Distance from Origin — Damage:
10 ft. away or closer — 8 x the number of Charges in the staff
11 to 20 ft. away — 6 x the number of Charges in the staff
21 to 30 ft. away — 4 x the number of Charges in the staff
Ring of Spell Storing
rare
DDHC-TYP-White Plume Mountain
Trade Log
Show
Bloodwell vial +3
very_rare
greater fey pact
Trade Log
Show
Cloak of Protection
uncommon
La Guilde/Comptoir de Faï Chen
Trade Log
Show
Notes:
You gain a +1 bonus to AC and Saving Throws while you wear this cloak.
EFREETI CROWN OF WISHES
common
Palace of Razim
CCC-ODFC02-02 Palace of the Efreeti
Show
Notes:
This beautiful golden crown is covered with diamonds each of which gleams with its own light. The crown resizes to fit the head of any wearer. Contrary to its name, the crown does not actually grant any wishes. Instead, when the person wearing it feels strong emotion of any kind, the crown sprouts harmless, colorful flames from its pinnacle, with the color of the flames based on the wearer’s mood: red for anger, blue for sorrow, green for amusement, and so on.
Boots of levitation
rare
rare
CCC-GHC-BK03 08 The Archmage's New Robes
Show
Notes:
rare (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. Additionally, this item never gets dirty. This item can be found in the Dungeon Master’s Guide.
Cloak of Many Fashions (Guardian)
common
WBW-DC-PHP-PHAN-01
Service awards - Common or Uncommon reward - cloak of many fashions
Show
Notes:
+2 init
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Instrument of Scribing ("Twilight’s Flute", Compass Minor Property) | common | SJ-DC-PHP-POLAR-01 Folly Undone | Show | |||
Notes:
common (requires attunement by a wizard) This flute has the smell of petrichor and morning dew. The message written with this flute shimmers with prismatic blue light. In addition, the instrument of scribing has the compass minor property. The wielder can use an action to learn which way is north. |
||||||
Periapt of Proof Against Poison | rare | CCC-BMG-30 | Service awards Tier 2 magic item - Periapt of Proof against poison | Show | ||
Tome of Leadership and Influence | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | Service awards Tier 3 magic item - Tome of Leadership and Influence + level | Show | ||
Manual of Iron Golems | rare | DDAL00-06 | Service awards Tier 2 magic item - Manual of Iron Golems | Show | ||
Figurine of Wondrous Power Obsidian Steed | very_rare | DDEP00-01 Red War | Service awards Tier 3 magic item | Show | ||
Tentacle Rod | rare | DDEP-DRW01 | DDEP-DRW01 Assault on Myth Nantar | Show | ||
Notes:
Rod, rare (requires attunement). Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
||||||
Staff of Power | very_rare | DDHC-TYP-Tomb of Horrors | Trade Log | Show | ||
Notes:
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 roll but loses all other Properties. On a 20, the staff regain 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 x 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. Distance from Origin — Damage: 10 ft. away or closer — 8 x the number of Charges in the staff 11 to 20 ft. away — 6 x the number of Charges in the staff 21 to 30 ft. away — 4 x the number of Charges in the staff |
||||||
Ring of Spell Storing | rare | DDHC-TYP-White Plume Mountain | Trade Log | Show | ||
Bloodwell vial +3 | very_rare | greater fey pact | Trade Log | Show | ||
Cloak of Protection | uncommon | La Guilde/Comptoir de Faï Chen | Trade Log | Show | ||
Notes:
You gain a +1 bonus to AC and Saving Throws while you wear this cloak. |
||||||
EFREETI CROWN OF WISHES | common | Palace of Razim | CCC-ODFC02-02 Palace of the Efreeti | Show | ||
Notes:
This beautiful golden crown is covered with diamonds each of which gleams with its own light. The crown resizes to fit the head of any wearer. Contrary to its name, the crown does not actually grant any wishes. Instead, when the person wearing it feels strong emotion of any kind, the crown sprouts harmless, colorful flames from its pinnacle, with the color of the flames based on the wearer’s mood: red for anger, blue for sorrow, green for amusement, and so on. |
||||||
Boots of levitation | rare | rare | CCC-GHC-BK03 08 The Archmage's New Robes | Show | ||
Notes:
rare (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. Additionally, this item never gets dirty. This item can be found in the Dungeon Master’s Guide. |
||||||
Cloak of Many Fashions (Guardian) | common | WBW-DC-PHP-PHAN-01 | Service awards - Common or Uncommon reward - cloak of many fashions | Show | ||
Notes:
+2 init |