Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Splint, +2 very_rare DDEP 10-02 A Song of Spears DDEP 10-02 A Song of Spears Show
Notes:

This armor is made of magically treated ramorhaz hide and is trimmed with black fur and decorated with feathers and beads.

Wand of the War Mage, +3 very_rare DDEP 10-02 A Song of Spears DDEP 10-02 A Song of Spears Show
Notes:

Requires attunement by a spell caster. The shaft of this wand is made of blackened bone covered in flecks of a strange, unidentifiable metal. While holding this wand, you gain a bonus of +3 to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

Figurine of Wondrous Power (Obsidian Steed) very_rare DDEP00-01 The Red War DDEP00-01 The Red War Show
Notes:

figurine of wondrous power: obsidian steed. Flavor: This 6-inch tall figurine is crudely crafted of obsidian with tiny ruby chips for eyes. The command word, Tenebrax, is scratched in Infernal along the figure's belly.
ring of telekinesis.

Githyanki Silvered Greatsword, +3 very_rare DDHC-KGV-11 - Affair on the Concordant Express Trade Log Show
Spellguard Shield very_rare DDAL-DRW02 Wings of Death DDAL-DRW02 Wings of Death (Tier 3) Show
Notes:

You have unlocked a Spellguard Shield! (very rare, requires attunement)
This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.
You found the following consumables which everyone make keep!

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.

Spear of Backbiting very_rare DDHC-TYP Tales from the Yawning Portal-Tomb of Horror Trade Log Show
Notes:

Weapon (spear or javelin), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Tome of Understanding very_rare BMG-PHLAN1-2 Enemy of My Enemy BMG-PHLAN1-2 Enemy of My Enemy Show
Notes:

Wondrous Item, very rare
This book contains intuition and insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Notes: Bonus: Wisdom Score, Bonus: Ability Score Maximum, Buff

Branch of Yggdrasil (Staff of Striking) very_rare SJ-DC-YGG | World Tree SJ-DC-YGG | World Tree Show
Notes:

Requires Attunement

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

You gain a +2 bonus to initiative rolls while attuned to this branch.

Frost Brand Greatsword very_rare CCC-BMG-15 PHLAN1-3 Subterfuge CCC-BMG-15 PHLAN1-3 Subterfuge Show
Mantel of Deziwai (Mantle of Spell Resistance) rare DDEP-02 Stardock Under Siege (Tier 3) DDEP-02 Stardock Under Siege (Tier 3) Show
Notes:

Wondrous item, rare (requires attunement).

You have advantage on saving throws against spells while you wear this cloak.

Chime of Opening rare DDEP-02 Stardock Under Siege (Tier 3) DDEP-02 Stardock Under Siege (Tier 3) Show
Notes:

Wondrous item, rare.

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless

Amulet of the Planes very_rare DDEP-06-03 Hecatomb Tier 3 DDEP-06-03 Hecatomb Tier 3 Show
Notes:

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.

This amulet bears the arcane sigils of the baelnorn of Myth Drannor and is heavily scarred, as if it had been crushed by stones or bricks.

Candle of Invocation very_rare DDEP-06-03 Hecatomb Tier 3 DDEP-06-03 Hecatomb Tier 3 Show
Notes:

"Per New Rules for You get to choose the alignment and diety."
This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.

d20 Alignment d20 Alignment
1-2 Chaotic evil 10-11 Neutral
3-4 Chaotic neutral 12-13 Neutral good
5-7 Chaotic good 14-15 Lawful evil
8-9 Neutral evil 16-17 Lawful neutral

18-20 Lawful good

The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

Manual of Bodily Health very_rare CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge Trade Log Show
Notes:

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Spellguard Shield very_rare DDEP07-02 Drums of the Dead Trade Log Show
Red Wizard Blade legendary DDAL Service Awards Season 12B DDAL Service Awards Season 12B Show
Notes:

Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage.

A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.

Enduring Spellbook common BMG-DRW-OD-10 Across the Glacier of the White Worm BMG-DRW-OD-10 Across the Glacier of the White Worm Show
Notes:

Wondrous Item, common
This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.

Ruby Weave Gem legendary BMG-DRW-OD-10 Across the Glacier of the White Worm BMG-DRW-OD-10 Across the Glacier of the White Worm Show
Notes:

Wondrous Item, legendary (requires attunement by a spellcaster)

While you are holding this gem, you can use it as a spellcasting focus for your spells.
The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.

Deathshield (Defender Greatsword) legendary DDAL-09-20 - Where Devils Fear to Tread DDAL-09-20 - Where Devils Fear to Tread Show
Notes:

Weapon (greatsword), 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. This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.

Unlocked Magic Items