Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Wand of Secrets uncommon Waterdeep DDAL 08-01 The map with no name Show
Notes:

Cette baguette contient trois charges. En la tenant en main, vous pouvez utiliser une action pour dépenser une de ses charges; si une porte secrète ou un piège se trouve à 30 feet ou moins de vous la baguette pulse et pointe en direction de la porte secrète ou du piège le plus proche de vous. La baguette récupère 1d3 charges chaque jour à l'aube.

En chuchotant pour lui même, un secret qu'il n'a jamais dévoilé à personne, le propriétaire de la baguette peut provoquer l'illumination du bout de celle ci, qui brillera avec l'intensité d'une chandelle pendant 1d4 heures.

Silent Alarm Bell common Waterdeep DDAL00-05 Winter’s Splendor Show
Notes:

Ces clochette à quatre charges. Quand vous utilisez une action pour souffler dedans, une créature de votre choix peut l'entendre à condition qu'elle se trouve dans un rayon de 600 pieds et ne soit pas assourdie. Les autres créatures n'entendent aucun son sortir des clochettes. Chaque matin à l'aube, les clochettes récupèrent 1d4 charges.

Pearl of Power uncommon Chult Trade Log Show
Notes:

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
This bright yellow pearl is set in a ring of black iron and glows with a warm, yellow light. The ring has been fashioned into the shape of a serpent that twists around its wearer’s finger with the pearl clutched in its mouth. While attuned to the pearl, the wearer’s dreams are consumed by darkness with a pair of yellow, serpentine eyes staring at them.

Staff of Defense rare Trade Trade Log Show
Notes:

The staff of defense is the staff formerly belonging Iarno Albrek, who was known as
Glasstaff due to this staff. The staff is slender and hollow and made entirely of glass, yet it is
as strong as oak.
Holding this staff grants a +1 bonus to armor class.
The staff contains 10 charges used to fuel the spells within it. While holding the staff, it can
be used to cast one of the following spells if the spells is on your class spells list : Mage
armor (1 charge), Shield (2 charges)
The staff regains 1d6+4 expended charges each day at dawn. If the last staff charge is
expended, roll a d20. On a 1, the staff shatters and is destroyed.

Heward’s Handy Haversack rare Quivering Forest CCC-GOC-0102 Cairns of Rot Show
Notes:

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
The backpack is made from a well-worn, but supple, leather that seems centuries old.

Ring of Protection rare Trade Log Show
Notes:

Requires Attunement

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

Wand of Pyrotechnics common WBW-LAG-01 Race Against the Clock Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

Boots of Speed rare WBW-LAG-01 Race Against the Clock Show
Notes:

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.

Cette paire de bottes carré renforcée de cuivre a été modifiée pour accueillir un système complexe de tubes et d’engrenages ainsi que des roues dépliables, permettant de se déplacer à une vitesse prodigieuse.

Wand of Lightning Bolt rare DDEP07-02 Drums of the Dead Show
Notes:

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 Lightning Bolt 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 slender glass wand is wrapped in a tight coil of thin copper wire. When used, the wielder’s hair stands up on end.

Ring of Evasion rare DDEP07-02 Drums of the Dead Show
Notes:

Attunement

This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead.

This ring of dark wood drips thick, viscous oil that soaks through even the thickest gloves.

Talking doll common Feywild WBW-LAG-02 A Crack in Time Show
Notes:

Cette poupée modron parle d’une voix mécanique.

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.

Pipes of the Sewers uncommon Trade Log Show
Notes:

Requires Attunement

You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.

The pipes have 3 Charges. If you play the pipes as an action, you can use a Bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn.

Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no Actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

Dagger of Venom rare DDAL05-17 Hartkiller’s Horn Show
Weapon of Warning uncommon Service awards Tier 1 magic item - Weapon of Warning Show
Amulet of the Devout +2 rare DDAL-DRW11 Service awards Tier 2 magic item - Amulet of the devout +2 + level Show
Weave (Helm of Teleportation) rare CCC-PHA-01 - SIX SUMMONED SWORDS Trade Log Show
Notes:

The helm called "Weave" once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer's head, eight thin spidery legs extend and rap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken - a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer.
A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship.
When the helmet is used, all those being transported hear the words "Across the weave" whispered softly in undercommon.

Cape of the Mountebank rare DDAL-DRW05 Uncertain Scrutiny Show
Ioun stone of Celebration common DDAL-DRW05 Uncertain Scrutiny Show
Notes:

it just spins around your head making light

Staff of Power very_rare Trade Log Show
Half Plate +2 very_rare Trade Log Show
Notes:

This magical half plate armor comes with gold trim and emits a divine glow that only the wearer can see. Any creature from the upper planes that looks at the armor when it is worn will see the color representing their respective plane.

Unlocked Magic Items