Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

Sapphire Buckler very_rare SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain Show
Notes:

Shield, (requires attunement)

6lb

AC +2

This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.

Minor Property: Hidden Message

A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.

Fish Suit very_rare SJ-DC-RTR-09 Trumps, Trades and Tricks Show
Notes:

Wondrous item,

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.

Minor Property: Beacon

The bearer can use 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.

Ring of Regeneration very_rare SJ-DC-RTR-11 Little Helpers for the Big One Show
Notes:

Ring, (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Minor Property: Strange Material

The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt.

Pheonix Tear (Elemental Essence Shard Fire) rare SJ-DC-MONSTER-01 Phoenix Show
Notes:

Wondrous item, rare (requires attunement by a sorcerer)

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
“The shard shimmers in prismatic fire and glows faintly in darkness; an ethereal song of the phoenix echoes if you listen closely.”

Temperate. The bearer suffers no harm in temperatures as

Bulletproof Vest (+1 Breastplate) rare Trade Log Show
Notes:

Armour (Medium)

You have a +1 bonus to AC while wearing this breastplate.
Strange Material. This armour is composed of ceramic
plates and a weave of synthetic aramid fibers, rather than
leather and metal.
A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY".

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

Chain Mail +1 rare Trade Log Show
Notes:

Type: Heavy, Armor; Cost: 75gp, Weight: 55lb., Stealth: Disadvantage; Strength: 13 Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Ring of Feather Falling rare SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid Show
Notes:

rare (requires attunement)

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Minor Property: Harmonious

Attuning to this item takes only 1 minute.

Flame Tongue rare Trade Log Show
Notes:

Weapon (Long sword). (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.

Amulet of Health rare Trade Log Show
Notes:

Wondrous item, (requires attunement) This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

Elemental Essence Shard (Air) rare SJ-DC-RTR-08 Healing the Dead Show
Notes:

Wondrous item, (requires attunement by a sorcerer)

1 lb.

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:

You can immediately fly up to 60 feet without provoking opportunity attacks.

Minor Property: Harmonious

Attuning to this item takes only 1 minute.

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

Wondrous Item, (requires attunement)

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

The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.

Shield +1 uncommon Magic Item for Reaching Level 5 Show
Notes:

Armor (shield),

While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.

Dust of Disappearance uncommon SJ-DC-RTR-03 Need for Seat Show
Notes:

Wondrous item,

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Invisible:

An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Spell Scroll: Intellect Fortress uncommon SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em Show
Notes:

Scroll, (consumable)

3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Classes: Artificer
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Bard, Sorcerer, Warlock, Wizard

Cloak of the Manta Ray uncommon Trade Log Show
Notes:

Wondrous item, minor tier While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Goggles of Night uncommon Trade Log Show
Notes:

Wondrous item, 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. This item is found on Magic Item Table B in the Dungeon Master’s Guide. These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.

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

Weapon (longsword),

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.

Cloak of Many Fashions (Forest Green) common BMG-DRW-OD-02 Something Wicked Show
Notes:

Wondrous Item,
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.

Pole of Collapsing common SJ-DC-RTR-08 Healing the Dead Show
Notes:

Wondrous Item,

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Minor Property: Unbreakable

The item can't be broken. Special means must be used to destroy it.