Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Angel Sting (Dancing Sword) very_rare CCC-GHC-BK1-10 THE HEART OF SHADOW Show
Notes:

Weapon (rapier), very rare (requires attunement), Table H You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence.

Boots of striding and springing uncommon la guilde CCC-GHC-BK2-05 Finglebruggle's Phantomball Field Show
Notes:

Boots of striding and springing

Wondrous item, uncommon (requires attunement).

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Cadeau d'Ubtao (Staff of the Magi) legendary chez maxou DDAL07-17 Cauldron of Sapphire Show
Notes:

Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power—and all it asks is that you honor Ubtao in the process. Though it is crafted of stone, the staff is surprisingly light and easy to use.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good.
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 × 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 Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide.

Cap of Water Breathing uncommon DDAL07-17 Cauldron of Sapphire Show
Notes:

Wondrous item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Eldricht Staff very_rare comptoir fai chen drums of the dead épique de la guilde Trade Log Show
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Staff, Very Rare (Requires Attunement)

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.

Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

Fey Curse common la guilde WBW-LAG-01 Race Against the Clock Show
Notes:

You are magically transformed into an animated wooden doll that looks like you. Your statistics are the same, but you are a construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected.

La fey curse dure 1 aventure après celle-ci.

Gauntlets of Ogre power uncommon la guilde CCC-CIC-08 : The Last Voyage of the Woolgathering Tidsoptimist Show
Notes:

Gauntlets of Ogre power
Wondrous Item, uncommon (Requires Attunement)
Ces gantelets sont décorés d'un Jolly Roger, le crane et les tibias croisés.
Votre force est de 19 lorsque vous portez ces gantelets. Ils n'ont aucun effet sur vous si votre force est déjà égale ou supérieure à 19.

Plate +1 rare la guilde Trade Log Show
Notes:

You have a +1 bonus to AC while wearing this armor.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Ring of Shooting Star very_rare Trade Log Show
Notes:

Ring, very rare (requires Attunement outdoors at night)

While wearing this ring in dim light or Darkness, you can cast Dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 Charges for the following other Properties. The ring regains 1d6 expended Charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast Faerie Fire from the ring.

Ball Lightning. You can expend 2 Charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each Sphere is individually.

Each Sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each Sphere sheds dim light in a 30-foot radius.

As a Bonus Action, you can move each Sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a Sphere, the Sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

Rod of Alertness very_rare la poche de wyrens Trade Log Show
Notes:

Rod of Alertness
Rod, very rare (requires attunement)

This rod has a flanged head and the following Properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.

Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.

The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.

Sa Chaudron de la création common DDAL07-17 Cauldron of Sapphire Show
Notes:

à bu dans le chaudron de la création d'ubtao qui à changer la nature de ses yeux (120 feets de darvision à traver darkness magique et normale mais sunlight sensitivity)

Spellguard Shield very_rare la guilde Trade Log Show
Notes:

Very Rare
Armor (shield), very rare (requires attunement) While holding this shield you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. This item is found in the Dungeon Master’s Guide. This shield is fashioned from a single piece of flawless crystal with straps of supple leather.

Splint Armor +1 rare Trade Log Show
Notes:

Splint Armor +1 A beautifully crafted suit of splintmail wrought in classic Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram's horns, and dwarven runes on the vambraces pronounce the wearer a friend and defender of Citadel Adbar

Staff of Thunder and Lightning very_rare Trade Log Show
Notes:

taff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

story award HEROES OF RECLAMATION DAY common CCC-ROZK01-1 BindersTorment Show
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HEROES OF RECLAMATION DAY

You ran toward danger and saved innocent lives. The people of Phlan will tell tales of your bravery, and business owners wish to show you the city’s gratitude. You receive a 10% discount on goods sold within the city.

Vous avez couru vers le danger et sauvé des vies innocentes. Les habitants de Phlan raconteront des histoires sur votre bravoure et les propriétaires d'entreprise souhaitent vous montrer la gratitude de la ville. Vous bénéficiez d'une remise de 10 % sur les produits vendus dans la ville.

Story Award: Lich Slayer common la guilde DDEP07-02 Drums of the Dead Show
Notes:

You helped an alliance of heroes stop Szass Tam and Valindra Shadowmantle from destroying Port Nyanzaru and conquering Chult. Your names spread throughout the necromantic orders, where they are feared forevermore. You have advantage on saving throws made to resist spells cast by necromancers and other undead creatures.

Story Award - Phantomball Champion common la guilde CCC-GHC-BK2-05 Finglebruggle's Phantomball Field Show
Notes:

You are a champion phantomball player, and your status has spread throughout the region. Any civilized NPC you meet for the first time in the Border Kingdoms has a chance of being a phantomball fan who recognizes you.

Story awards ANN ALLY IN THE EBON TIDE common CCC-ROZK01-1 BindersTorment Show
Notes:

AN ALLY IN THE EBON TIDE

You convinced the Blackwind, Ezechiel Irnestul, to sign on with either the Zhentarim or the Lords’ Alliance. He survives, and his Ebon Tide may prove useful someday soon.

Vous avez convaincu le Blackwind, Ezechiel Irnestul, de signer avec le Zhentarim ou l'Alliance des seigneurs. Il survit et sa marée d'ébène pourrait s'avérer utile un jour bientôt.

Story awards : Atropal in a Cage common DDAL07-17 Cauldron of Sapphire Show
Notes:

You have a portion of an atropal safely stored in an opal amulet.

Tome of leadership and influence very_rare la guilde CCCROZK01-2 Zhentarims Lament Show
Notes:

Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. A description of this item can be found in the Dungeon Master’s Guide (pg. 208).

Unlocked Magic Items

Name ▲ Rarity Tier Location Table Result Source
Quarterstaff +1 uncommon 1 la guilde DDAL07-03 - A Day at the Races Show
Notes:

Weapon (quarterstaff), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. This item can be found in the Dungeon Master’s Guide. This quarterstaff features a blunted iron hook on one end and is used by dinosaur wranglers to goad ornery beasts in their charge into doing what they’re supposed to. The staff is carved from dark, smooth wood and decorated with feathers.