Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+3 Bloodwell Vial very_rare DDHC-KGV-13 Fire and Darkness Trade Log Show
Notes:

Wondrous item, very rare (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Adamantine Plate Armor uncommon Keys from the Golden Vault - 01 - The Murkmire Malevolence Trade Log Show
Notes:

Heavy armor, minor tier, uncommon
65 lb.

AC 18

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

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.

Amulet of Health rare The Skull Square Murders The Skull Square Murders Show
Notes:

Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Amulet of Health rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, rare (requires attunement)

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
Wand of Paralysis
Wand (arcane focus), rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
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.

Amulet of the Devout +2 rare DDAL-DRW11 Shadows In The Stacks Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Animated Shield very_rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Armor of the Multiversal Champion (Plate Armor +3) legendary PS-DC-MIKE-01 The Clash for the Multiversal Championship PS-DC-MIKE-01 The Clash for the Multiversal Championship Show
Notes:

Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Master’s Guide.

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.

Battleaxe +3 very_rare DDAL05-9 Durlag's Tomb DDAL05-9 Durlag's Tomb Show
Notes:

Weapon, very rare

Martial weapon, melee weapon
4 lb. 1d8 slashing - versatile (1d10)
You have a +3 bonus to attack and damage rolls made with this magic weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Belt of Fire Giant Strength very_rare DDHC-RoT-04 Neronvain PO_BK_1_01_Autumn_Burns_Red Show
Notes:

Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Bloodwell Vial (+1) uncommon Downtime Catching Up Show
Notes:

Wondrous item, rare (requires attunement by a sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Broom of Flying uncommon DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, uncommon

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.

Carpet of Flying very_rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.

Chardalyn Breastplate (Armor of Necrotic Resistance) rare DDAL 10-05 A Blight in the Darkness DDAL 10-05 A Blight in the Darkness Show
Notes:

Armor (breastplate), rare (requires attunement)

This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold.

You have resistance to necrotic damage while you wear this armor

Chime of Opening rare DDAL 10-06 The Fallen Star DDAL 10-06 The Fallen Star Show
Notes:

Wondrous item, rare

This squat, black rod has a matte finish and a couple of flat switches and dials at one end.

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time it cracks and becomes useless.

Cloak of Displacement rare CCC-SFBay-02-01 Old Enemies Arise Trade Log Show
Notes:

(Rare, Requires Attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Cloak of Many Fashions common WBW-DC-TEN-02 The Festival of Fyre WBW-DC-TEN-02 The Festival of Fyre Show
Notes:

Wondrous item, common
While wearing this cloak, you can use a bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its Appearance, the cloak can’t be anything but a cloak. Although it can duplicate the Appearance of other magic cloaks, it doesn’t gain their magical Properties.

Cloak of the Bat rare DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost Show
Notes:

Wondrous item, major tier, rare (requires attunement)

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.

Clockwork Amulet common CCC-DPIP-01 The Toils And Troubles of Minauros Show
Notes:

Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

Clockwork Amulet common FR-DC-GOND-01 The Rise of Smokepowder FR-DC-GOND-01 The Rise of Smokepowder Show
Notes:

Wondrous Item, Common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

Dark Shard Amulet common DDAL10-07 Into Darkness DDAL10-07 Into Darkness Show
Notes:

Wondrous item, common (requires attunement by a warlock)

This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:

You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.