Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
One Rare Magic Item rare DDHC-KGV-07 Axe from the Grave Show
Notes:

One Rare Magic Item of your choice. This item must be found in the Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE) and may not be an item that increases or changes an ability score or grants any number of wishes.

Paper Bird uncommon DDHC-WDH Waterdeep: Dragon Heist Show
Periapt of proof against poison rare Service awards : 1 very rare 1 rare 1 common Show
Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus uncommon Service awards : uncommon - Pyrite Plesiosaurus Show
Notes:

Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.

As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed.
While you are riding the plesiosaurus, you can use it to cast water breathing at will.

Ring of protection rare DDHC-TYP-White Plume Mountain Show
Ring of Spell Storing rare Trade Log Show
Ring of Spell Storing (Harmonious) rare DDAL4-08 Trade Log Show
Notes:

The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute.

Rod of the pact keeper +1 uncommon Level 5 free item Show
Rod of the Pact Keeper +2 rare Trade Log Show
Rod of the Pact Keeper +3 very_rare DDAL05-18 Service awards : Very Rare : rod of the pact keeper +3 Show
Sexy Flametongue Greatsword rare CCC-YLRA-02 Uneasy Lies the Head Show
Smoldering Breastplate common Trade Log Show
Notes:

Wisps of harmless, odorless smoke rise from this armor while it is worn.. This item can be found in the Dungeon Master’s Guide

Stone of good luck uncommon DDHC-TYP-White Plume Mountain Show
The Sixth Sword (+2 Rapier with Guardian minor property) rare Maoboy - CCC-HAL-03 - SIX SWORDS UNBOUND Show
Notes:

This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

Tome of Leadership and Influence very_rare Service awards : 1 very rare 1 rare 1 common Show
VAULT OF THE EFREETI (PORTABLE HOLE) rare CCC-ODFC-0202 Palace of the Efreeti Show
Notes:

This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 them closes. The gate is one-way only and can’t be reopened.

WAND OF FIREBALLS rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wand, Rare (Requires Attunement by a Spellcaster)

This black wand has red veins that look like little antlers. It is warm to the touch, as if the embers of hell are burning underneath its surface.

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.

Wand of Magic Detection uncommon CCC-MELB-01, A Single Tearfal Show
Notes:

This wand was crafted from the iridescent shell of the newly hatched Faerie Dragon, Hugh Fearnheart. The sound of wind chimes can be heard whenever it is used.

Wand of Secrets uncommon DDEX1-2 Secrets of Sokol Keep Show

Unlocked Magic Items