Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
VR/A - Delver Staff of Fire (Thun'rok Thrymbra) very_rare FR-DC-FET-03 Vatras Fury FR-DC-FET-03 Vatras Fury Show
Notes:


Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)

You have Resistance to Fire damage while you hold this staff.

Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell: Charge Cost
* Burning Hands: 1
* Fireball: 3
* Wall of Fire: 4

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.

Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

C - (Compass) Orb of Time common FR-DC-TCR-01 Tempest Callers Reaper FR-DC-TCR-01 Tempest Callers Reaper Show
Notes:


Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.

VR/A - (Sentinel) Elven Thrower (Nosse'Taralom) very_rare FR-DC-TCR-01 Tempest Callers Reaper FR-DC-TCR-01 Tempest Callers Reaper Show
Notes:


Weapon (Spear), very rare (requires attunement by a elf)

Simple weapon, melee weapon

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

3 lb.

1d6 Piercing

Thrown (20/60 ft.), versatile (1d8)

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

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.

Sentinel (Dragons). The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it.

C - Rope of Mending (Temperate) common FR-DC-VET-01 Vatras Besieged FR-DC-FET-01 Vatras Besieged Show
Notes:

Wondrous Item, Common

This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

R - Guardian Half Plate Armor +1 (Thurûmkhar) rare FR-DC-VET-01 Vatras Besieged FR-DC-FET-01 Vatras Besieged Show
Notes:


Armor (Half Plate Armor), Rare

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

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

This Armor was once forged by the Dwarves of the Earthsunder Clan. They named it Thurûmkhar, a combination of Thurûm (”thoughtfulness, wisdom“) and Khar (”eye, gaze"), which could mean ‘wise gaze’ or ‘mindful mind’.

Harengon Spirit Club common Fuzzytail Farm LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Event Reward, attached to player
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.

Bag of Holding uncommon Hall beneath Glip Dak CCC-GLIP-0102 Beneath Glip Dak Show
Notes:

Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again.
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
This item can be found in the Dungeon Master’s Guide.

R/A - Astromancy Archive rare Library BMG-MOON-MD-01 Reverie and Murder Show
Notes:


Wondrous item, rare (requires attunement by a wizard)

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
* When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

C - Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross) common Momentum WBW-DC-MOM-01 One Moment Show
Notes:


Wand, common

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.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

R/A - Fabric of Time (Guardian Mantle of Spell Resistance) rare Momentum WBW-DC-MOM-01 One Moment Show
Notes:


Wondrous item, rare (requires Attunement)

You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.

Dryad´s Cloak (Cloak of Protection) uncommon Oak Tree (Home of the Dryad Kaltensendra) DDAL00-02A The Darkwood Webs Show
Notes:


Wondrous Item, uncommon (requires attunement)
This cloak reflects the color of the seasons;
* green in summer,
* gold in autumn,
* mottled brown in winter
* and in spring is mottled in pale shades of green and cream.
You gain a + 1 bonus to AC and saving throws while you wear this cloak. This item can be found in the Dungeon Master’s Guide.

Velahr´Kerym (Flame Tongue Longsword) rare Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.

Potion of Invisibility common Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Potion, very rare
When you drink this potion, you—along with the clothing, armor, Weapons, and other Equipment on your person—become Invisible for 1 hour. The Invisibility ends if you Attack or Cast a Spell.

Spell Scroll of Fireball (5th lvl) common Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Scroll, rare
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius Sphere centered on that point must make a Dexterity saving throw. A target takes 9d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable Objects in the area that aren’t being worn or carried.

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other Effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

Spell Scroll of Greater Restoration common Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Scroll, rare
You imbue a creature you touch with positive energy to undo a debilitating Effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:
* One Effect that Charmed or Petrified the target
* One curse, including the target’s Attunement to a Cursed magic item
* Any reduction to one of the target’s Ability Scores
* One Effect reducing the target’s hit point maximum

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other Effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

Potion of Healing common Sour Patch Marsh LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Potion, common
You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

Sling Bullets +1 uncommon Wasp Nest WBW-DC Run, It's Not Running Show
Notes:


Ammunition, uncommon
1.2 oz.

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.