Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Ring of Regeneration very_rare SJ-DC-TTUC-06 Trade Log Show
Notes:

Ring, very rare (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. Notes: Regain 1d6 Hit Points Every 10 Minutes, Regrow Lost Body Parts, Healing, Jewelry

Carpet of Flying, Minor Property Key very_rare SJ-DC-OLD-ONE Broken Pact SJ-DC-OLD-ONE Broken Pact Show
Notes:

Wondrous Item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds.

Notes: Set: Speed (Flying), Movement, Utility, Exploration

Minor Property Key:
The Item is used to unlock the third stone tablet which has been hidden in an extramensional space. To obtain the tablet, one must fly close to the Eye of Doom.

Merrick's personal carpet. It weaves blue and dark-purple strings in a pattern resmebling the Eye of Doom. When it takes off, it glimmers with astral light.

Clothes of Mending, Guardian common PSDC-LOF | Last of the First Tier 4 PSDC-LOF | Last of the First Tier 4 Show
Notes:

This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Guardian: +2 bonus to initiative rolls

Ring of Water Walking uncommon PO-BMG-MOONEP-MD-02 The Enchantment of Chaos PO-BMG-MOONEP-MD-02 The Enchantment of Chaos Show
Notes:

Ring, uncommon
While wearing this ring, you cast Water Walk from it, targeting only yourself.

Rod of Lordly Might legendary PO-BMG-MOONEP-MD-02 The Enchantment of Chaos PO-BMG-MOONEP-MD-02 The Enchantment of Chaos Show
Notes:

Rod, legendary (requires attunement)

This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form:

Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit.

Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it.

Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.

Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.

Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.

Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.

Blast Scepter very_rare PO-BK2-07 At Sword's Point PO-BK2-07 At Sword's Point Show
Notes:

Rod, very rare (requires attunement)

The Blast Scepter can be used as an arcane focus. Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.

This item can be found in the Waterdeep: Dungeon of the Mad Mage.

Crossbow Hand, +1 uncommon Players choice at level 5 Trade Log Show
Ring of Regeneration very_rare Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion Trade Log Show
Gloves of Thievery uncommon Gloves of Thievery origin: Traded with Miles Zorvroth Character Brovian Trade Log Show
Araelathila (Elven Thrower, Minor Property Guardian) very_rare FR-DC-LIGA 01 Wyrmwell Flame Trade Log Show
BALAGOS’ BELT (+3 DRAGONHIDE BELT, Harmonious) very_rare FR-DC-BG The Flying Flame FR-DC-BG The Flying Flame Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In
addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. This item is found in Fizban’s Treasury
of Dragons.
Harmonious. Attuning to this item takes only 1 minute.
This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing.

Spell Scroll of Find Greater Steed rare DWB Discord AL Trading Post Purchase Log Show
Spell Scroll of Find Greater Steed rare DWB Discord AL Trading Post Purchase Log Show
Spell Scroll of Find Greater Steed rare DWB Discord AL Trading Post Purchase Log Show
Half-Plate, +1 rare DWB Discord AL Trading Post Trade Log Show
Notes:

The edges of this armor appear red hot, as though freshly forged.

Staff of Striking very_rare DWB AL Trading Post Trade Log Show
Notes:

This quarterstaff is carved from one of the ancient trees in the deepest forests of the Moonshae Isles, a tree rumored to be blessed by the Earthmother herself. Though separated from its parent tree, that blessing yet lives within this staff. Small leaves grow from the crown of the quarterstaff in every hue, vibrant and full of life's splendor.

Spell Scroll of Cure Wounds Rank 1 (5 Scrolls) common Downtime Activity Scribing Scrolls Purchase Log Show
Notes:

Downtime Activity, made 5 scrolls

Spell Scroll of Enlarge/Reduce (1 scrolls) uncommon Downtime Activity Purchase Log Show
Notes:

Downtime Activity Scribing scrolls

Spell Scroll 3rd level Aura of Vitality uncommon Discord Not an Event Team AL Trading Post Purchase Log Show
Defender, Shortsword legendary DDHC-TYP Tales from the Yawning Portal-Tomb of Horror Trade Log Show
Notes:

Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Unlocked Magic Items