Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
🗹 (L/AT) Dawnreaver (Greatsword Moonblade of House Ithandoriel) legendary FR-DC-CLWF-01 Passed Heroics Show
Notes:

Greatsword, legendary (requires attunement by a creature of the weapon's choice)

Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.

A Moonblade has one rune on it for each bearer it has willingly served (in this case: 7). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.

Runes:

increase attack and damage by +1
increase attack and damage by +1
increase attack and damage by +1
deal an extra 1d6 force damage
deal an extra 1d6 force damage
deal an extra 1d6 force damage
score a critical hit on a roll of 19 or 20 on the d20
The next time any creature attunes to this item, it would gain the following rune: "The Moonblade gains Thrown with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack." (the DM may choose otherwise)

Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item's Minor Property table.

Sentinel: Undead. This item glows faintly when such creatures are within 120 feet of it.

Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.

Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals. Dawnreaver has been wielded by generations of elven paladins following Tyr, Helm and Lathander (and similar gods lost in tradition). Its ideals are protecting the weak, fighting for what is right and smiting those that wish harm upon the innocent. It will allow attunement by creatures that resemble these values.

(L/AT) Gond's Gunblade: High Noon (Moonblade Longsword 7 Runes) legendary FR-DC-GOND-01 The Rise of Smokepowder Show
Notes:

Weapon (Longsword), Legendary (Requires Attunement by a Creature of the Weapon’s Choice)

Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.

Runes:

+3 Bonus to attack and damage rolls.

The Moonblade is a spellstoring item (See Ring of Spellstoring)

The Moonblade deals an extra 3d6 Force Damage

Thee Moon Blade has the Thrown Property with a normal range of 20 and a long range of 60. Each time you throw the weapon, it flies back to your hand after the attack.

Minor Property: The Blade detects constructs in a 120ft radius.

(L/AT) Tome of the Stilled Tongue legendary CCC-GHC-BK03-09 A Convergence of Gods Show
Notes:

Wondrous item, major tier, legendary (requires attunement by a wizard)

This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.

If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.

While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.

This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.

This item can be found in the Dungeon Master's Guide.

🗹 (R) Ring of Force Resistance rare Trade Log Show
☐ (L/AT) Veiled Shadow's Scarf (Platinum Scarf) legendary PS-DC-TWW-00 The Wishing Well Show
Notes:

Wondrous item, legendary (requires attunement)

This scarf is made of sturdy cloth and covered in platinum-colored scales.

As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:

Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.

Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.

Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.

Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.

This black scarf is made out of silk with interwoven leafs that can be plucked from it, these magic leafs seem to grow back after a day or so.

☐ (L) Plate Armor +3 (Guardian) legendary PS-DC-AUG-01 Celestia Has Fallen Show
Notes:

Armor (heavy), legendary

You have a +3 bonus to AC while wearing this armor.

This plate armor was recovered from the ursine archons that guard the gate to Mount Celestia. It still smells of bear.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Plate. 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.

AC: 21
Stealth: Disadvantage
Weight: 65
Minimum Strength: 15

☐ (VR) Tome of Clear Thought very_rare DDEP07-02 Drums of the Dead Show
Notes:

Wondrous Item, Very Rare

This book contains memory and logic 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 Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

(L/AT) Rod of Lordly Might legendary BMG-MOONEP-MD-02 The Enchantment of Chaos Show
Notes:

Rod, legendary (requires attunement)

This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form:

Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit.

Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it.

Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.

Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.

Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.

Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.

☐ (L/AT) Staff of the Magi legendary DDAL07-17 Cauldron of Sapphire Show
Notes:

Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)

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.

☐ (L/AT) Ring of Invisibility legendary DDEP08-03 Last Orders at the Yawning Portal Show
Notes:

Ring, Legendary (Requires Attunement)

This cold steel ring is invisible when unworn but becomes visible when slipped onto the wearer’s finger.

While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.

☐ (VR/AT) Spellguard Shield very_rare DDEP07-02 Drums of the Dead Show
Notes:

Armor (Shield), Very Rare (Requires Attunement)

This shield is fashioned from a single piece of flawless crystal with straps of supple leather

While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

☐ (VR) Studded Leather +3 legendary PS-DC-TST-01 The Eye Behind the Mask Show
Notes:

With a swing of his hand that bears the symbol of the
Vigilant One, he forges a studded leather armor (studded
leather +3) with obsidian rivets. When exposed to
moonlight, an inscription will reveal itself.
Your victories are seen and celebrated. In the shadows of
defeat, you are not alone.

🗹 (L) Tethir's Cuirass: Plate +3 (Guardian) legendary PS-DC-LIGA-01 Suldanessellar Afterlife Show
Notes:

Heavy armor, legendary

You have a +3 bonus to AC while wearing this armor.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

🏲 (U) Blessing of Heaven (Blessing of Magic Resistance) unique PS-DC-TWW-00 The Wishing Well Show
Notes:

Blessing of Heaven and Hell (Blessing of Magic Resistance)
Supernatural Gift (Blessing)
You have Advantage on saving throws against spells and other magical effects.
This blessing was granted by either the Solar Azriel or the Devil Calizus Nox. Depending on from which source it comes the recipient is protected by either heavenly or hellish powers.

☐ (L/AT) Tome of the Stilled Tongue legendary DDAL00-02F - The Definition of Heroism Show
Notes:

This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.

🗹 (UC) Cap of Water Breathing uncommon DDAL07-17 Cauldron of Sapphire Show
Notes:

Wondrous item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

☐ (R) Chain Mail +1 rare Trade Log Show
☐ (L/AT) Holy Avenger Halberd legendary Trade Log Show
Notes:

Halberd, legendary (requires attunement by a paladin)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

☐ (R) Greatsword +2 rare Trade Log Show
Notes:

Weapon (greatsword), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Plate d'Amour (Cast-Off Plate Armor, Guardian) common FR-DC-CLWF-01 Passed Heroics Show
Notes:

Heavy armor, common, AC 18

This set of plate armor has a special latch that can be pulled by the wearer to instantly rip off all armor parts if needed. You can doff this armor as a Magic action.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. (Caution: the item can not warn you about bad choices)

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.