Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
đš (VR) Tome of Leadership and Influence
very_rare
Assign Service Reward
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Notes:
Wondrous item, very rare
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 bookâs 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.
(VR/AT) Staff of Striking
very_rare
SJ-DC-ROTU-05 Return of the Unknown I
Show
â (VR/AT) Plate Armor of Safeguarding
very_rare
Assign Service Reward
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Notes:
Plate Armor, very rare (requires attunement)
Set in the center of this armor's chest is a citrine engraved with the shield rune.
While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.
Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn.
â (VR/AT) Rod of Hellish Flames (Wicked)
very_rare
Trade Log
Show
Notes:
Rod, Very Rare (Requires Attunement by a Spellcaster)
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod canât cast the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it canât be used again until the next dawn.
This item can be found in The Book of Many Things.
Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.
This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol.
đš (VR/AT) Carpet of Flying (4x6ft.)
very_rare
Trade Log
Show
â (R/AT) Staff of the Rooted Hills
rare
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Notes:
Staff, weapon, rare (requires attunement)
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.
The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.
Invoking the Rune. As an action, you can invoke the staff's rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines.
Once the rune has been invoked to cast either spell, it can't be invoked again until the next dawn.
â (R/AT) Wayfarer's Boots
rare
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Notes:
Wondrous item, rare (requires attunement)
This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.
Invoking the Runes. As a bonus action, you can invoke the boots' runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can't be invoked again until the next dawn.
đš (R/AT) Canaith mandolin (Instrument of the Bards)
rare
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Canaith mandolin Rare Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only)
â (R/AT) "Velahr´Kerym" (Flame Tongue Longsword)
rare
Trade Log
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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 swordâs 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.
â (R) Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly)
rare
SJ-DC-ROTU-00 Recesses of the Unknown, Prologue
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Notes:
Wondrous Item, 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 isnât enough space for the creature, the figurine doesnât 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 canât be used again until a certain amount of time has passed, as specified in the figurineâs description.
Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it canât be used again until 2 days have passed.
Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it canât be used again until 2 days have passed.
â (R/AT) Astromancy Archive (Guardian)
rare
SJ-DC-ROTU-01 Recesses of the Unknown
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
The blood red orb pulses and whispers slurping tentacle noises in the bearerâs mind when it senses danger, granting +2 initiative.
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.
This item is found in the Tashaâs Cauldron of Everything
â (R/AT) Wand of Fireballs (Temperate)
rare
SJ-DC-ROTU-02 Prelude to Finality
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This beautiful wand with purple eldritch sigil carved onto its body is a wand of fireball with temperate minor property.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
This item is found in the Basic Rules, pg. 210.
đš (UC/AT) Chardalyn Earring (Headband of Intellect)
uncommon
Trade Log
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Notes:
Wondrous item, uncommon (requires attunement)
This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earringâs intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearerâs mind and urges them to accumulate more and greater power.
Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it.
â (UC) Googles of the Night
common
DDHC-TYP - White Plume Mountain
Show
(C/AT) Tattoo Depicting the Lich Queen (Masquerade Tattoo with War Leader Property)
common
SJ-DC-ROTU-04 Declaration of War
Show
Notes:
Tattoo Depicting the Lich Queen (Masquerade Tattoo with War Leader Property)
Wondrous Item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
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.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it canât be cast from the tattoo again until the next dawn.
This item is found in the Tashaâs Cauldron of Everything, pg. 131.
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearerâs next turn.
The tattoo depicts Vlaakith CLVII, the Lich Queen portrait.
The bearer of the tattoo feels immense strength rising from their throat whenever they are about to make any epic declaration of speech.
â (R/AT) Ring of Spell Storing
common
DDHC-TYP - White Plume Mountain
Show
(C) Staff of Adornment
common
SJ-DC-ROTU-05 Return of the Unknown I
Show
đ˛ Blessing of Protection
common
DDHC-TYP - White Plume Mountain
Show
â (R/AT) Ring of Protection
common
DDHC-TYP - White Plume Mountain
Show
đš (C) Horn of Silent Alarm (Guardian)
common
SJ-DC-ROTU-01 Recesses of the Unknown
Show
Notes:
Wondrous Item, Common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the hornâs blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isnât incapacitated.
Name | Rarity ▼ | Location | Table | Result | Source | |
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đš (VR) Tome of Leadership and Influence | very_rare | Assign Service Reward | Show | |||
Notes:
Wondrous item, very rare 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 bookâs 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. |
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(VR/AT) Staff of Striking | very_rare | SJ-DC-ROTU-05 Return of the Unknown I | Show | |||
â (VR/AT) Plate Armor of Safeguarding | very_rare | Assign Service Reward | Show | |||
Notes:
Plate Armor, very rare (requires attunement) Set in the center of this armor's chest is a citrine engraved with the shield rune. While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn. |
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â (VR/AT) Rod of Hellish Flames (Wicked) | very_rare | Trade Log | Show | |||
Notes:
Rod, Very Rare (Requires Attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod canât cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it canât be used again until the next dawn. This item can be found in The Book of Many Things. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol. |
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đš (VR/AT) Carpet of Flying (4x6ft.) | very_rare | Trade Log | Show | |||
â (R/AT) Staff of the Rooted Hills | rare | Assign Service Reward | Show | |||
Notes:
Staff, weapon, rare (requires attunement) The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn. Invoking the Rune. As an action, you can invoke the staff's rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines. |
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â (R/AT) Wayfarer's Boots | rare | Assign Service Reward | Show | |||
Notes:
Wondrous item, rare (requires attunement) This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks. Invoking the Runes. As a bonus action, you can invoke the boots' runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can't be invoked again until the next dawn. |
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đš (R/AT) Canaith mandolin (Instrument of the Bards) | rare | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
Wondrous item, rarity varies (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Canaith mandolin Rare Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only) |
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â (R/AT) "Velahr´Kerym" (Flame Tongue Longsword) | rare | Trade Log | 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 swordâs 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. |
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â (R) Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly) | rare | SJ-DC-ROTU-00 Recesses of the Unknown, Prologue | Show | |||
Notes:
Wondrous Item, 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 isnât enough space for the creature, the figurine doesnât become a creature. Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it canât be used again until 2 days have passed. |
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â (R/AT) Astromancy Archive (Guardian) | rare | SJ-DC-ROTU-01 Recesses of the Unknown | 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. 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. This item is found in the Tashaâs Cauldron of Everything |
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â (R/AT) Wand of Fireballs (Temperate) | rare | SJ-DC-ROTU-02 Prelude to Finality | Show | |||
Notes:
Wand, rare (requires attunement by a Spellcaster) This beautiful wand with purple eldritch sigil carved onto its body is a wand of fireball with temperate minor property. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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. Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This item is found in the Basic Rules, pg. 210. |
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đš (UC/AT) Chardalyn Earring (Headband of Intellect) | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earringâs intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearerâs mind and urges them to accumulate more and greater power. Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it. |
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â (UC) Googles of the Night | common | DDHC-TYP - White Plume Mountain | Show | |||
(C/AT) Tattoo Depicting the Lich Queen (Masquerade Tattoo with War Leader Property) | common | SJ-DC-ROTU-04 Declaration of War | Show | |||
Notes:
Tattoo Depicting the Lich Queen (Masquerade Tattoo with War Leader Property) Wondrous Item (tattoo), common (requires attunement) Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. This item is found in the Tashaâs Cauldron of Everything, pg. 131. War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearerâs next turn. The tattoo depicts Vlaakith CLVII, the Lich Queen portrait. |
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â (R/AT) Ring of Spell Storing | common | DDHC-TYP - White Plume Mountain | Show | |||
(C) Staff of Adornment | common | SJ-DC-ROTU-05 Return of the Unknown I | Show | |||
đ˛ Blessing of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
â (R/AT) Ring of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
đš (C) Horn of Silent Alarm (Guardian) | common | SJ-DC-ROTU-01 Recesses of the Unknown | Show | |||
Notes:
Wondrous Item, Common Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isnât incapacitated. |