Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
ARAELATHILA (AH-RAEH-LATHI-LA) - ELVEN THROWER (GUARDIAN MINOR PROPRIETY) very_rare FR-DC-LIGA-01 - Wyrmwell Flame Show
Notes:

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

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.

This item is found in Bigby Presents: Glory of the Giants.

Forged by the High Elves during the Crown Wars, Araelathila has vanes of green arrows carved into it. The item whispers to its bearer "May I strike true my targets!", granting a +2 bonus to initiative if the bearer isn’t incapacitated. It is an ode to Solonor Thelandira.

☐ (R) Chain Mail +1 rare DDHC-TYP - White Plume Mountain Show
☐ (C) Tentacle (Rope...) of Mending common FR-DC-MIND Mindflayed Adventures Show
Notes:

Wondrous item, common

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind

BAPAR GHALMRIN'S IMPERISHABLE ARK - CHEST OF PRESERVING common FR-DC-LIGA-01 - Wyrmwell Flame Show
Notes:

Wondrous Item, Common

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 21⁄2 feet long, 11⁄2 feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

This item is found in Waterdeep: Dungeon of the Mad Mage.

🏲 (U) Blessing of Protection unique DDHC-TYP - White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.

☐ (UC) Googles of the Night uncommon DDHC-TYP - White Plume Mountain Show
Notes:

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.

☐ (UC/AT)Stone of Good Luck uncommon DDHC-TYP - White Plume Mountain Show
Notes:

Requires Attunement

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

☐ (VR/AT) Guardian Longbow of Melodies very_rare FR-DC-MIND Mindflayed Adventures Show
Notes:

Weapon (any bow), very rare (requires attunement)

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.

Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.

Guardian: The Bow whispers Warnings to it's Owner granting a +2 on Initiative Rolls

☐ (R/AT) Armor of Vulnerability (Slashing) rare DDHC-TYP - White Plume Mountain Show
Notes:

Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

☐ Emerald Kidgloves (Gloves of Thievery) uncommon CCC-BMG-10 HILL 01-01 Arrival Show
Notes:

Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation

☐ Audience Stones (Sending Stones) uncommon CCC-BMG-12 HILL 01-03 Resurgence Show
Notes:

Wondrous item, uncommon

These smooth stones made of marble have the crest of Hillsfar carved into them.

Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell
from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through

As well as the properties described in the Dungeon Master’s Guide (pg. 199), these stones also have the ability to directly contact the First Lord of Hillsfar. You have been assured that he always keeps the stone close at hand.

Contacting the First Lord expends the single use the stones gain every dawn.

🗹 Tome of Clear Thought very_rare Assign Service Reward Show
Notes:

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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

🗹 Bracers of Defense rare DDAL-DRW-14 The City That Should Not Be Show
Notes:

Wondrous Item, Rare (Requires Attunement)

These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

☐ Chest of Preserving common DC-PoA The Little Bundle of Love...craft Show
Notes:

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

☐ Helm of Telepathy uncommon DC-PoA The Little Bundle of Love...craft Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

☐ (R/AT) Ring of Protection rare DDHC-TYP - White Plume Mountain Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

☐ (UC) Thenturian Circlet (Circlet of Blasting) uncommon Trade Log Show
Notes:

Wondrous Item, uncommon

While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isn’t incapacitated. This circlet is very old – from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian. This item can be found in the Dungeon Master’s Guide.

☐ (VR/AT) Robe of Stars very_rare Trade Log Show
☐ Periapt of Wound Closure uncommon CCC-BMG-11 HILL 01-02 Exodus Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.

This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long, graceful fingers holding a set of three small crystals. It does have one minor drawback. Unless the wielder is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each use. The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary from use to use. A description of this item can be found on page 184 of the Dungeon Master’s Guide.

☐ (VR) Tome of Clear Thought very_rare Trade Log Show
Notes:

Very Rare

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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.