Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
🗹 (VR/AT) Wakened Dragon’s Wrath Glaive (radiant) very_rare PO-BMG-DRW-KS-05 The Ruins of Ancient Raumathar Assign Service Reward Show
Notes:

Weapon (Crystal,Glave), very rare (requires attunement)

This glittering crystal glaive makes an enjoyable crystal bell sound when it clashes with another object. Great with wedding toasts.

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon's breath weapon. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 Radiant damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.

Modifiers: Melee Attacks +2, Melee Damage +2 Secondary Damage: 2d6 This item cannot gain or lose power or change states

☐ (UC) Periapt of Health uncommon Season 11 Service Rewards Assign Service Reward Show
Notes:

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant.

🗹 (C) Horn of Silent Alarm common SJ-DC-AMAK-02: Enemy within SJ-DC-AMAK-02: Enemy within 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 horn’s 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.

🗹 (C) Cloak of Many Fashions (Language: Deep Speech) common SJ-DC-DFA-01 Moonshot SJ-DC-DFA-01 Moonshot Show
Notes:

Wondrous item, common

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. This item is found in Xanathar’s Guide to Everything.

This cloak defaults to jet black leather with a stylized yellow hawk near the neck clasp. While wearing the cloak, the bearer can speak and understand Deep Speech.

☐ (VR) Noot Suit (Fish Suit) very_rare SJ-DC-DWR-02 last flight of the orca SJ-DC-DWR-02 last flight of the orca Show
Notes:

Wondrous Item, very rare

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

This item is found in the Astral Adventurer’s Guide.

Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them.

The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

☐ (VR/AT) Dread Cutlass (Scimitar of Speed) very_rare SJ-DC-DWR-03 Red Flag of Dread SJ-DC-DWR-03 Red Flag of Dread Show
Notes:

DREAD CUTLASS (SCIMITAR OF SPEED)

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

☐ (C/AT) Periwinkles's hat of Piracy (Hat of Wizardry) common SJ-DC-DWR-03 Red Flag of Dread SJ-DC-DWR-03 Red Flag of Dread Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

🗹 (C) Clothes of mending (Guardian) common SJ-TBS-01 Duo Death Assign Service Reward Show
Notes:

Wondrous item, common

This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.

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

☐ (R/AT) Flame-Tongue Greatsword rare Storm King's Thunder - Chapter 8: Forge of the Fire Giants Assign Service Reward Show
Notes:

Weapon (Greatsword), 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.

☐ (R/AT) Silver Horn of Valhalla rare WBW-DC-TEN-02 The Festival of Fyre Trade Log Show
Notes:

Wondrous item, rare
You can use an Action to blow this horn. In response, Warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the Berserker Statistics from the Monster Manual. They Return to Ysgard after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands.

This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use.