Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Guardian Emblem uncommon SJ-DC-DDG 01 If Pigs Could Fly Show
Notes:

Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Harmonious. Attuning to this item takes only 1 minute.

Saddle of the Cavalier uncommon Trade Log Show
Notes:

Source: Dungeon Master's Guide Wondrous item, uncommon While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

Mask of the Beast uncommon DDAL-DRW-INT 04 Tales of Fang and Claw Show
Notes:

Wondrous Item, Uncommon

This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it.

This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light.

Moon-Touched Longsword common BMG-DRW-OD-01 Something in the Way Show
Notes:

Weapon (Longsword), Common

The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Bracers of Defense rare BMG-DRW-OD-01 Something in the Way Show
Notes:

Wondrous Item, Rare (Requires Attunement)

These leather bracers are ribbed with metal and trimmed with an iridescent ribbon-like material that shimmers in starlight.

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Cloak of Many Fashions common BMG-DRW-OD-02 Something Wicked Show
Notes:

This cloak is a leather capelet colored a dark forest green.
When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become.
At the end of the cloak’s transformation sequence, the wearer drifts back to the ground.

While wearing this cloak, you can use a bonus actionto 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.

Battering Shield rare BMG-DRW-OD-02 Something Wicked Show
Notes:

Armor (Shield), Rare (Requires Attunement)
The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight.
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.

Adamantine Plate uncommon Trade Log Show
Notes:

heavy armor (armor)
AC: 18
Category: Items
Item Rarity: Standard
Stealth: Disadvantage
Weight: 65

Adamantine: This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

DM aproved Golden Vault reward

Ring Of Animal Influence rare DDAL04-13 The Horseman Show
Notes:

Ring, rare

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

• Animal friendship (save DC 13)

• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower

• Speak with animals
This ring is decorated with canid and raptor symbols. The wearer feels predatory urges and desires a diet of fresh meat. This item can be found in the Dungeon Master’s Guide.

Moon Sickle +2 rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Weapon (sickle), rare (requires attunement by a druid or ranger)

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Wand of Fireballs rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wand, rare (requires attunement by a spellcaster)

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.


You retrieved the Qualith psi crystal from the Suzail docks before it could be sent to Thay.

Earring of ??? common BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wondrous Item, Common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

+2 Rod of the Pact Keeper rare FR-DC-FOS-11 Eyes in the Dark Show
Notes:

Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Necklace of Adaptation uncommon DDHC-JRC-10 Between tangled Roots Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Arrow of Dragon Slaying very_rare DDHC-JRC-10 Between tangled Roots Show
Notes:

Weapon (arrow), very rare

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Staff of the Python uncommon DDHC-JRC-10 Between tangled Roots Show
Notes:

Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Necklace of Prayer Beads rare DDHC-JRC-10 Between tangled Roots 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.
2x Windwalk
1x Branding Smite
1x Cure Wounds 2nd Lvl

Periapt of Proof against Poison rare FR-DC-FOS-14 Money First Show
Notes:

Wondrous item, rare
1 lb.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.