Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Staff of Fire very_rare Earthspur Mountains FR-DC-FET-03 Vatras Fury Show
Notes:

Thun'rok Thrymbra (Staff of Fire)
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Belt of Stone Giant Strength very_rare Trade Log Show
Notes:

Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Wraps of unarmed Power +2 rare For the Golden Vault Trade Log Show
Notes:

Wondrous Item, Rare

While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.

Ring of Protection rare Old Owl Well DDHC-LMOP HC 03 Lost Mine of Phandelver - The Spider's Web Show
Notes:

Ring, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Necklace of Fireballs rare Ghalasine Keys from the Golden Vault - Heart of Ashes Show
Notes:

Wondrous item, rare
This necklace has 9 (1d6 + 3) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Cloak of Displacement rare Ghalasine Keys from the Golden Vault - Heart of Ashes Show
Notes:

Cloak of Displacement
Wondrous item, rare (requires attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Half Plate Armor +1 [Guardian] rare Earthspur Mountains FR-DC-FET-01 Vatras Besieged Show
Notes:

Armor (Half Plate Armor), Rare
You have a +1 bonus to Armor Class while wearing this armor.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
This Armor was onced forged by the Dwarves of the Earthsunder Clan. They named it Thurûmkhar. a combination of Thurûm (”thoughtfulness, wisdom“) and Khar (”eye, gaze"), which could mean ‘wise gaze’ or ‘mindful mind’.

Gem of Seeing rare Wildspace SJ-DC HIPS Hiding in Plain Sight Show
Notes:

Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.

Necklace of Prayer Beads rare Guild house of Agile Hand Thiefs Guild Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk Blessing, Wind walking, Curing, Favor

CLOAK OF THE BAT rare Wildspace Trade Log Show
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BAT BURGLAR CLOAK (CLOAK OF THE BAT) Wondrous Item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Shard of Snow Ice (Ioun Stone of Protection) rare Feywild WBW-DC-PHP-POLAR-01 Show
Notes:

Wondrous item rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head. This item is found in the Dungeon Master’s Guide.
This small shard of everlasting crystal ice appears to be a chipped off fragment from the control crystal of Ermyar’s Tower.
In addition, this stone has the Temperate minor property: The bearer suffers no harm in temperatures as cold as -20 degrees Farhenheit.

Glaive +2 rare Earthspur Mountains FR-DC-FET-02 Vatras Abyss Show
Notes:

Grûmsh Bryndrak (Glaive +2)
Weapon (Glaive), Rare
Grûmsh Bryndrak war die Waffe des mächtigen Todesriesen “Clauthya”. Gesandt von der Rabenkönigin, um die Erinnerungen eines mächtigen Feindes einzufangen, rechnete sie nicht mit dem Eingreifen einer mutigen Gruppe von Abenteurern. Grûmsh Bryndrak setzt sich aus den Wörtern Grûmsh (gemeint ist der Schnitter oder die Schnitterklinge) und Bryndrak (der Leuchtende) zusammen. Es ist eine 7 Fuß lange Waffe, an deren Ende eine dunkle Klinge befestigt ist. Eine Waffe deren Macht dem Schnitter selbst würdig wäre.
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light.

Unearthed Ring of Mind Shielding uncommon Zethlentin Protectorate (Underdark, Moonsea) CCC-MTL-02 House of Revenance Show
Notes:

Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly

Battleaxe +1 uncommon Ghalasine Keys from the Golden Vault - Heart of Ashes Show
Notes:

Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Shield +1 uncommon Ghalasine Keys from the Golden Vault - Heart of Ashes Show
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Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

+1 Wraps of Unarmed Prowess uncommon Wave echo cave Trade Log Show
Notes:

Uncommon Wondrous item
While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. Quirk: Muttering The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.

Longsword +1 uncommon Phandalin DDHC-LMOP HC 02 Lost Mine of Phandelver Show
Notes:

Weapon (longsword), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Rapier +1 uncommon Waterdeep, Afterlife Casino Keys from the Golden Vault - The Stygian Gambit Show
Notes:

Weapon (rapier), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Eldritch Claw Tattoo uncommon Waterdeep Keys from the Golden Vault - The Stygian Gambit Show
Notes:

Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

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.

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Periapt of Health uncommon Wildspace SJ-DC-YLD – 01 - 02 – The forgotten place Show
Notes:

Wondrous Item, uncommon

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 while you wear the pendant.

Quirk:

Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. The periapt will complain the whole time if it is not under water. While fully submerged it tells stories of how great Alturion once was.