Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Dagger of Venom rare Service Rewards Service Rewards 12b Show
Notes:

Weapon (dagger), rare

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

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Dimensional Shackles rare DDAL04-12 Service Rewards 12b Show
Notes:

Wondrous Item, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

Ring of Swimming uncommon DDAL05-6 Service Rewards S12c Show
Notes:

(Ring, uncommon)

You have a swimming speed of 40 feet while wearing this ring.

Helm of Comprehending Languages uncommon Service Rewards Service Rewards S12c Show
Notes:

Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.

Baleful Talon very_rare Service Rewards 50th Anniversary Service Rewards 50th Anniversary Show
Notes:

Weapon (Dagger), Very Rare

You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.

When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.

Kagonesti Forest Shroud rare Service Rewards Service Rewards S12b Show
Notes:

Wondrous Item, Rare (Requires Attunement)

This cloak appears to be made of autumnal leaves woven together.

While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn.

Once this bonus action is used, it can't be used again until the next dawn.

Manual of Iron Golems very_rare DDAL00-06 Service Rewards S12b Show
Notes:

Wondrous Item, very rare

This tome contains information and incantations necessary to make a iron golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Professor Orb rare DDHC-RotF-5 Service Rewards S12b Show
Notes:

Wondrous item, rare

The orb is sentient and has the personality of a scholar. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet.
Unlike most other sentient items, the orb has no goals of its own and can't initiate a conflict with the creature in possession of it.

The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).

In addition to the knowledge it possesses, the orb can cast the Mage Hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.

Professor Werebro.
It is Neutral Good, and it has a Wisdom of 16 and a Charisma of 8. It speaks and reads Undercommon, Abyssal, Giant, and Infernal. Professor Werebro is calm and a gentleman. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:

  1. Major Cities of Toril
  2. Construct Creatures
  3. Knowledge on how to make the perfect Cup of Tea
  4. Abberation Creatures
Boots of Striding and Springing uncommon Keys from the Golden Vault - Tockworth's Clockworks Keys from the Golden Vault - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.

Driftglobe uncommon Keys from the Golden Vault - Tockworth's Clockworks Keys from the Golden Vault - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Stone of Good Luck (Luckstone) uncommon Keys from the Golden Vault - Tockworth's Clockworks Keys from the Golden Vault - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon (requires attunement)

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

Arcane Grimoire +2 rare Keys from the Golden Vault - Tockworth's Clockworks (Golden Vault Reward) Keys from the Golden Vault - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Hand Crossbow +2 rare Service Rewards 50th Anniversary Service Rewards S12b Show
Notes:

Weapon (Hand Crossbow), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a Hand Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Belt of Hill Giant Strength rare DDHC-RoT-4 Service Rewards 50th Anniversary Show
Notes:

Wondrous Item, rare (requires attunement)

While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21

Brooch of Shielding uncommon Service Rewards 50th Anniversary Service Rewards 50th Anniversary Show
Notes:

Wondrous Item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Rapier +2 rare Service Rewards 50th Anniversary Service Rewards 50th Anniversary Show
Notes:

Weapon (Rapier), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Rope of Entanglement rare DDHC-KftGV-13 Fire and Darkness DDHC-KftGV-13 Fire and Darkness Show
Notes:

Wondrous item, rare

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Mace of Terror rare DDHC-KftGV-13 Fire and Darkness DDHC-KftGV-13 Fire and Darkness Show
Notes:

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Instrument of the Bards (Cli Lyre) rare DDHC-KftGV-13 Fire and Darkness DDHC-KftGV-13 Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Gloves of Thievery uncommon Service Rewards Service Rewards 12b Show
Notes:

Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.