Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Cloak of Protection uncommon Trade Log Show
Notes:

Traded with Character Howser, Player details: Avi Kejriwal; DCI: 5030510025

Wings of Flying (Rare, Attunement required) rare Trade Log Show
Notes:

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
note item from Birds of a Feather also says you cast a 300' Roc's shadow as you use these

Traded with Garett Colon 6223775804. Real name name: Tommy Lerttuangsitthisiri
DCI: 2314080935

Originally obtained from CCC-TRI-04: Birds of a Feather

Goggles of Night common DDHC-TYP White Plume Mountain DDHC- TYP White Plume Mountain Show
Notes:

Goggles of Night
DMG
Wondrous Item, Minor, Uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Found On: Magic Item Table B - TP Cost 8
Source: DMG, page 172

Figurine of Wondrous Power, Bronze Griffon rare DDHC-TYP White Plume Mountain DDHC- TYP White Plume Mountain Show
Notes:

Figurine of Wondrous Power, Bronze Griffon
DMG
Wondrous Item, Major, Rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes 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.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine 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.

Bronze Griffon.

This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

Found On: Magic Item Table G
Source: DMG, page 169

Ring of Spell Storing rare DDHC-TYP White Plume Mountain DDHC-TYP Tales from the Yawning Portal - WPM Show
Notes:

Ring, Major, Rare (Requires Attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6-1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Found On: Magic Item Table G

Staff of the Magi legendary Evergreen S8 Purchase Log Show
Notes:

Staff, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
4 lbs.

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 from Origin Damage
10 ft. away or closer 8 × the number of charges in the staff
11 to 20 ft. away 6 × the number of charges in the staff
21 to 30 ft. away 4 × the number of charges in the staff
Found On: Magic Item Table I

Krahharuan Fork (+3 Pike) very_rare DDAL07-10 Fire, Ash, and Ruin DDAL07-10 Fire, Ash, and Ruin Show
Notes:

Weapon (pike), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Forged of black, pitted iron, the haft of this double-tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. This item can be found in the Dungeon Master’s Guide.

Flame Tongue Longsword rare Traded with Rolio Trade Log Show
Ring of Regeneration very_rare DDAL-DRW-15 Frozen Whispers DDAL-DRW-15 Frozen Whispers Show
Notes:

Ring, Very Rare (Requires Attunement)

This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.

Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Unlocked Magic Items

Name Rarity Tier Location Table Result ▼ Source
Rapier of the Dark Huntsman (Rapier of Life Stealing) rare 2 CCC-PDXAGE-0201 The Dark Hunt CCC-PDXAGE-0201 The Dark Hunt Show
Notes:

Unlocked Rapier of Life Stealing. RAPIER OF THE DARK HUNTSMAN (RAPIER OF LIFE STEALING) Weapon, rare (requires attunement) This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. The description of this item can be found in the Dungeon Masters Guide.

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
MAGIC ITEM TABLE G - Costs 20 TP

Candle of the Deep common 2 CCC-BWM-02 The City in the Depths CCC-BWM-02 The City in the Depths Show
Notes:

Wondrous Item, Minor, Common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Elven Blade of the Third Age rare 2 CCC-BWM-02 The City in the Depths CCC-BWM-02 The City in the Depths Show
Notes:

Weapon +2 longsword.
table G. 20 TCP - This curved, single-bladed, hand-and-a-half elven blade is made with a rare alloy containing both mithril and steel. Forged during the third age by the elves of Illefarn, this blade was a favoured weapon for elven Warblades and Bladesingers who long battled their ancient foes, the orcs. Due to the mithril found in the blade, the longsword weighs half as much as a regular longsword. In addition, the blade glows with a cold blue light when Orcs and Goblins are within 300 feet of it.

Staff of the Woodlands common DDAL07-08 Putting the Dead to Rest DDAL07-08 Putting the Dead to Rest Show
Notes:

Staff of the Woodlands
DMG - Magic Item table G - Tier 2-4 TCP cost 20
Staff, Major, Rare (Requires Attunement by a Druid)
4 lbs.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Ioun Stone of Reserve common CCC-YLRA-01 Her Dying Wish CCC-YLRA-01 Her Dying Wish Show
Notes:

Ioun Stone, Reserve
DMG - Magic Item Table G - TCP Cost 20 - Tier 2-4
Wondrous Item, Major, Rare (Requires Attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

Rather than appearing as a prism like a normal ioun stone of its type, however, this purple gem is cut like a coin, with a face on each side. One is an elf woman whose long hair has a ruby tint, and the other is an older dwarf in a helm bearing the symbol of the dwarf god Clangeddin Silverbeard. In darkness, one can see ghostly shapes trailing after the coin-like jewel as it moves. When a spell is cast into the stone, the caster hears a male and female voice arguing. When a spell is unleashed from it, the same voices are heard chanting in unison by the user. Anyone attuned to this item receives to +1 bonus on Charisma (Persuasion) checks to resolve conflict or calm emotions. Research indicates this item was known as the Peacemaker’s Coin in the old dwarf kingdom of Roldilar, where it belonged to the human mage and dwarf ally Beldossan the Short.

Stone of Good Luck uncommon 2 DDHC-TYP White Plume Mountain DDHC- TYP White Plume Mountain Show
Notes:

Stone of Good Luck
DMG - Table F - 16pts T1-2
Wondrous Item, Major, Uncommon (Requires Attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Ring of Protection rare 2 DDHC-TYP White Plume Mountain DDHC-TYP Tales from the Yawning Portal - WPM Show
Notes:

Ring, Major, Rare (Requires Attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Found On: Magic Item Table G

Manual of Quickness of Action very_rare 3 CCC-BMG-07 HULB03-01 Weakness of Rock CCC-BMG-07 HULB03-01 Weakness of Rock Show
Notes:

Wondrous Item, Major, Very Rare

This book contains coordination and balance exercises, 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Table H: 20 T3 TCP

Syranna's Folly (Oathbow) common 3 Red War Housekeeping OCC-01 Red War: Housekeeping Show
Notes:

Syranna’s Folly (Oathbow)
Table H, Martial Weapon (longbow), Ranged Weapon, Major, Very Rare (Requires Attunement)

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence”. This item can be found in Appendix 8

Animated Shield very_rare 3 DDEP08-03 Last Orders At The Yawning Portal DDEP08-03 Last Orders At The Yawning Portal Show
Notes:

Animated Shield
DMG
Shield, Major, Very Rare (Requires Attunement)
6 lbs. AC +2
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.

Found On: Magic Item Table H

Angel Sting (Dancing Sword) (Rapier) very_rare CCC-GHC-BK1-10 The Heart of Shadow CCC-GHC-BK1-10 The Heart of Shadow Show
Notes:

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.

Found On: Magic Item Table H TCP Cost 20 T3-4

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.

Frost Brand Rapier very_rare 3 DDAL07-09 Unusual Opposition DDAL07-09 Unusual Opposition Show
Notes:

Bitter Wrath (Frost Brand Rapier)
Martial Weapon, Melee Weapon, Major, Very Rare (Requires Attunement)
Damage: 1d8 piercing

Properties: finesse

Weight: 2 lbs.

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

This extraordinary weapon is crafted from a single pieces of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade -- soaking the hand holding it. Despite this, it never melts away.

Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.