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Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Whip +2 rare Service awards Repeatable Reward Show
Watchful Helm ("Twilight's Circlet", Netherese Language Minor Property) very_rare SJ-DC-PHP-POLAR-01 Folly Undone Show
Notes:

very rare (requires attunement)

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the See Invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.

This circlet is inlaid with a tear-shaped aquamarine in the center. In addition, this watchful helm has the language minor property. The bearer can speak and understand Netherese while the item is on the bearer's person.

Wand of Smiles common CCC-GHC-BK03 08 The Archmage's New Robes Show
Notes:

Wand, common This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the want transforms to a wand of scowls.

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
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.

Stone of Good Luck uncommon DDHC-TYP-04 White Plume Mountain Show
Staff of Thunder and Ligthning very_rare DDAL05-8 Durlag’sTower Show
Staff of the Woodlands rare Trade Log Show
Notes:

This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches— complete with tiny, string bridges connecting tiny, straw houses. This item can be found in the Dungeon Master’s Guide.

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

Sovad’s Staff of Flying (Broom of Flying) uncommon Trade Log Show
Notes:

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another Command Word, provided that the broom is still within 1 mile of you. This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristle from one end and a pair of spectral wings unfurl from the other. This item can be found in the Dungeon Master’s Guide.

Silvered +3 githyanki greatsword very_rare Trade Log Show
Rod of Hellish Flames very_rare PS-DC-STRAT-UNDEAD-02 LICHES JUST WANT TO HAVE FUN Show
Ring of Spell Storing rare DDHC-TYP-White Plume Mountain Trade Log Show
Ring of Spell Storing rare DDHC-TYP-04 White Plume Mountain Show
Ring of Protection rare DDHC-TYP-04 White Plume Mountain Show
Ring of Protection rare Trade Log Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

Ring of Evasion rare CCC-RCC-01-05 THE LOST CITY OF THARN Show
Notes:

This gold ring is set with a jade hummingbird.

Prospector's Chronoglass (Periapt of proof against poison) rare Trade Log Show
Notes:

Wondrous item, rare. This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage. This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward. This item can be found in Appendix 13.

Pipe of Smoke Monsters common CCC-RCC-01-05 THE LOST CITY OF THARN Show
Periapt of Proof Against Poison rare CCC-BMG-30 Service awards Tier 2 magic item - Periapt of Proof against poison Show

Unlocked Magic Items

Name ▼ Rarity Tier Location Table Result Source
The Shroud of the Mourning Warrior rare 2 Hartsvale DDAL05-13 - Jarl Rising Show
Notes:

You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
This suite of scale mail armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer.

Halberd +1 uncommon Beregost DDEP05-02 The Ark of the Mountains Show
Dagger of Venom rare 2 Hartsvale DDAL05-17 Hartkiller’s Horn Show
Notes:

You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue

Boots of ElvenKind common 1 Barovie DDAL04-06 THE GHOST Show
Notes:

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.