Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Amethyst Lodestone very_rare PO-BK2-09 Star Crash PO-BK2-09 Star Crash Show
Notes:

Wondrous item, very rare (requires attunement)
This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.

The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.

Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.
Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).

Psychic Absorbing Tattoo very_rare SJ-DC-TST-01 Bulan SJ-DC-TST-01 Bulan Show
Notes:

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this magic tattoo features designs that emphasize one color (silver).
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance. While the tattoo is on your skin, you have resistance to psychic damage.
Damage Absorption. When you take psychic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
The tattoo features the design of a crescent moon glowing silver.

Mantle of Spell Resistance rare WBW-DC-ANDL-01 The Petrified Forrest WBW-DC-ANDL-01 The Petrified Forrest Show
Notes:

Wondrous item, rare (requires attunement)
Major tier
You have advantage on saving throws against spells while you wear this cloak.

“May you have this mantle, named Bahaghari, to protect you in your journeys. While you wear it, you will never be too hot, nor too cold, and it remind you of my tropical domain that you have saved.”

Dark Mother's Ring of Spell Storing rare CCC-HAL-02, Six Striking Swords CCC-HAL-02, Six Striking Swords Show
Notes:

Ring of Spell Storing
Ring, rare (requires attunement)
Major tier
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.

Dark Mother's Ring of Spell Storing
This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one's finger when worn. While wearing this ring, the wearer can speak and understand Undercommon. If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to theit better judgement. These effects are not strong enough to override existing character traits.

The Sixth Sword (+2 Rapier w/+2 init) rare CCC-HAL-03, Six Swords Unbound CCC-HAL-03, Six Swords Unbound Show
Notes:

The Sixth Sword (+2 Rapier w/+2 init) - Rare - 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 occasionally twitches at critical times to put itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

Orb of the Stein Rune rare DDAL05-14 Reeducation DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)
3 lb.
This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.

Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can't be petrified.
Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Stone. You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.

Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.

Opal of the Ild Rune rare DDAL05-14 Reeducation DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Fish Suit rare SJ-DC-TRIDEN-MYKE-01 Show
Helm of Teleportation rare CCC-PHA-01, Six Summoned Swords CCC-PHA-01, Six Summoned Swords Show
Notes:

Wondrous item, rare (requires attunement)
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.

Flame Tongue Greatsword rare DM Service Rewards - 10 points Purchase Log Show
Notes:

Generic variant, rare (requires attunement)
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.

Javelin of Lightning uncommon CCC-GAD 02-02 Voyage of the Kraken's Wake CCC-GAD 02-02 Voyage of the Kraken's Wake Show
Notes:

Weapon (javelin), uncommon
Major tier
Simple weapon, melee weapon
2 lb. 1d6 piercing - thrown (30/120 ft.)
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

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.

Boots of Elvenkind uncommon Traded with Hopper Trade Log Show
Cloak of the Manta Ray uncommon Awarded as service award for 5 hours DM duties Trade Log Show
Notes:

Cloak of the Manta Ray
DMG
p159
Wondrous item, uncommon
Minor tier
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

+1 Great Sword (untradeable) uncommon T2 Renown award Trade Log Show
Navigator’s Orb (Orb of Direction) (Common) common CCC-GAD 02-02 Voyage of the Kraken's Wake CCC-GAD 02-02 Voyage of the Kraken's Wake Show
Notes:

Wondrous item, common

While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
This small glass orb is painted as a globe featuring every known continent of the Realms. The coastlines and water features are painted in exquisite detail.

Unlocked Magic Items