Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Stormcaller's Embrace (Studded Armor +1), Guardian Property (+2 Initiative) rare SJ-DC-The Cosmic Revenant-06-Venomous Water Rising Trade Log Show
Notes:

"Stormcaller's Embrace" - the studded leather armor +1, is adorned with motifs of lightning bolts and thunderclouds, and imbued with the essence of the storm. When the wearer moves, it crackles with electric energy, and its protective power is said to rival the force of a thunderstorm. Minor property Guardian +2 Initiative.

Armor of Vulnerability (Slashing) rare DDHC-TYP White Plume Mountain Trade Log Show
Drone Control Rod (Staff of Swarming Insects) rare WBW-DC-LEGIT-SV-06 The Calamity Jar WBW-DC-LEGIT-SV-06 The Calamity Jar Show
Notes:

Staff, rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)

A steel rod tipped with a chunk of crystal computer. Hexagonal tracery lights up when it is activated.

Additional Property - Harmonious. Attuning to this item takes only 1 minute.

This 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, a Swarm of Insects consumes and destroys the staff, then disperses.

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: giant insect (4 charges) or insect plague (5 charges).

Insect Cloud. While holding the staff, you can use an Action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for Creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the Effect.

Astromancy Archive rare SJ-DC-BEB-01 The Hunger SJ-DC-BEB-01 The Hunger Show
Doom Cloak (Cloak of the Bat (w/ Minor Guardian property [+2 to initiative] rare SJ-DC-LNS-01 Spelljammer of the Damed SJ-DC-LNS-01 Spelljammer of the Damed Show
Notes:

Guardian, The item screeches ultrasonic echoes warning to its bearer, granting a +2 to Initiative if the bearer isn't incapacitated.

"This ruby red cloak shimmers in the light of the moon and reflects a blood red light in the sun"

Dragon Wing Bow, Longbow (Radiant) rare BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2 BMG-DRWEP-OD-02 - The Burning of Aglarond Tier 2 Show
Notes:

DRAGON WING BOW (RADIANT)

Weapon(longbow or shortbow)Rare

The wood of the bow glimmers, and when turned in the light every color of the rainbow shows up.

The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.

Dimensional Shackles rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express 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.

Rod of the Pact Keeper +2 rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express 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.

Silver Horn of Valhalla rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
Notes:

Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

Wand of Paralysis rare DDHC-TYP Against the Giants Trade Log 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 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

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.

Periapt of Proof against Poison rare CCC-GAD-01-03 Caught in time Trade Log Show
Notes:

Rare
This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Instrument of the bards Lyre, Cli Lyre rare DDHC-KGV-11 - Fire and Darkness DDHC-KGV-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. 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: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. 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.

Notes: bard, Damage, Control, Buff, Utility, Exploration, Combat, Instrument

Spider Staff rare DDHC-LMOP HC Chapter 4 Trade Log Show
Notes:

Staff, rare (requires attunement) The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Alchemical Compendium rare BMG-DRW-OD-03 Something on the Move Trade Log Show
Hat of Disguise uncommon DDHC-JttRC Shadow of the Sun Trade Log Show
Potion of Poison Resistance uncommon CCC-ARCANA-02 Seclusion CCC-ARCANA-02 Seclusion Show
Spell Scroll of Suggestion uncommon DDAL 08-09 (Fangs and Frogs) DDAL 08-09 (Fangs and Frogs) Show
Spell Scroll of Heroism uncommon Event Name: PO-BK1-3 Red Masks Event Name: PO-BK1-3 Red Masks Show
Spell Scroll of Dispel Magic uncommon Event Name: PO-BK1-3 Red Masks Event Name: PO-BK1-3 Red Masks Show
Battleaxe +1 uncommon Dragons of Stormwreck Isle Trade Log Show

Unlocked Magic Items