Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Ioun Stone of Insight very_rare DDHC-WBW04- Palace of Heart Desire DDHC-WBW04- Palace of Heart Desire Show
Notes:

Wondrous item, very rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.

Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Winged Boots uncommon DDHC-WBW04- Palace of Heart Desire DDHC-WBW04- Palace of Heart Desire Show
Notes:

Wondrous item, uncommon (requires attunement)
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

+1 Rapier uncommon DDHC-WBW04- Palace of Heart Desire DDHC-WBW04- Palace of Heart Desire Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
2 lb.

1d8 Piercing
Finesse
Mastery: Vex
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Flavor. Forged from a single, flawless piece of crystalline glass, its blade shimmers with an ethereal light, catching and refracting the ambient light into a thousand dazzling points.

Eldritch Staff very_rare DDHC-WBW04-Yon DDHC-WBW04-Yon Show
Notes:

Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.

Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

Ghost Step Tattoo very_rare FR-DC-Vex-Vermin Exterminators FR-DC-Vex-Vermin Exterminators Show
Notes:

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

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.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can't be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

Minor Property, Harmonious this item needs only 1min to attune.

Halberd +1 uncommon Level 5 Magic Item DDHC-WBW01-Tither Show
Notes:

Weapon, uncommon
Major tier
Martial weapon, melee weapon
6 lb. Mastery: Cleave
1d10 slashing - Heavy, Reach, Two‑Handed
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Moon-Touched Rapier common PS-DC-BY-01 Beneath Yggdrasil PS-DC-BY-01 Beneath Yggdrasil Show
Notes:

Weapon (Rapier), Common
Martial Weapon, Melee Weapon
2 lb.

1d8 Piercing
Finesse
Mastery: Vex
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Wildspace Suit very_rare SJ-DC-DF-01 Flight of the Dragonfly SJ-DC-DF-01 Flight of the Dragonfly Show
Notes:

Fish Suit, 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.

Strange Material, instead of a bulky suit this space suit resembles a more modern example of wildspace equipment. It is made from rare materials that stem from modern crystal spheres and seem impossible to replicate even with the highest of spells. Some rumors say that these suits were created by the original inhabitants of the area that is called now doomspace.

Wildspace Orrery common SJ-DC-DF-01 Flight of the Dragonfly SJ-DC-DF-01 Flight of the Dragonfly Show
Notes:

Wildspace Orrery, Wondrous item, Uncommon

Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location.

Ascendant Crystals Dragon's Wrath Halberd legendary Story Award: House Moonstar Award Trade Log Show
Notes:

Weapon (Halberd), legendary (requires attunement)
Martial weapon, melee weapon
6 lb.

1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Cleave
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 radiant damage.

You gain a +3 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 3d6 radiant damage.

As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 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.

Shadowfell Ornithopter (Carpet of Flying) very_rare Traded Trade Log Show
Notes:

Carpet of Flying, 3 ft. × 5 ft., Wondrous Item, Very Rare
You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.

A 6 ft. × 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

Robe of the Archmagi legendary Traded Trade Log Show
Notes:

Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth and adorned with runes.

You gain these benefits while wearing the robe.

Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier.

Magic Resistance. You have Advantage on saving throws against spells and other magical effects.

War Mage. Your spell save DC and spell attack bonus each increase by 2.

Silvered Dagger common Traded Trade Log Show
Notes:

Weapon (Dagger), common
Simple weapon, melee weapon
1 lb.

1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Manual of Gainful Exercise very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare
5 lb.
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Vicious Pike rare Traded Trade Log Show
Notes:

Weapon, rare
Martial weapon, melee weapon
18 lb.

1d10 Piercing
Heavy, Reach, Two‑Handed
Mastery: Push
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Dwarven Half Plate Armor very_rare Traded Trade Log Show
Notes:

Medium armor (half plate armor), very rare
40 lb.

AC 15 + Dex (max 2)
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

The wearer has Disadvantage on Dexterity (Stealth) checks.

Manual of Quickness Action very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare
5 lb.
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.