Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Cloak of Many Fashions common DDAL-DRW-OD-02 Something Wicked DDAL-DRW-OD-02 Something Wicked Show
Notes:

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

Battering Shield rare DDAL-DRW-OD-02 Something Wicked DDAL-DRW-OD-02 Something Wicked Show
Notes:

Armor (shield), rare (requires attunement)
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.

The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight.

Instrument of Scribing common DDAL-DRW-OD-04 We're All in this Together DDAL-BMG-DRW-OD-04 We're All in this Together Show
Notes:

Wondrous Item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.

Devotee's Censer rare DDAL-BMG-DRW-OD-04 All in this Together DDAL-BMG-DRW-OD-04 We're All in this Together Show
Notes:

Weapon (flail), rare (requires attunement by a cleric or paladin)
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.

Proficiency with a flail allows you to add your proficiency bonus to the attack roll

Earring of Message common DDAL-BMG-DRWEP-OD-01 DDAL-BMG-DRWEP-OD-01 Show
Notes:

Wondrous Item, Common

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

Circlet of Blasting rare BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths Show
Notes:

Wondrous Item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

Wand of Enemy Detection common BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths Show
Notes:

Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Cloak of Displacement rare CCC-SFBAY-02-01 Old Enemies Arise CCC-SFBAY-02-01 Old Enemies Arise Show
Notes:

Wondrous Item, rare

This item is a cloak made from a rare cloth found only in the Feywild. It is covered in blue runes. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Farm Realm Shard rare PO-BK1-6 Beyond the Starry Veil Trade Log Show
Notes:

Far Realm Shard wondrous item, rare (requires attunement by a sorcerer), , Value/Weight: 1 lb. Details: This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.

Wand of Fireballs rare SJ-DC-NMB1-01 An Enemy SJ-DC-NMB1-01 An Enemy Show
Notes:

Wand, rare (requires attunement by a Spellcaster)

Weight: 1 lb.

This wand has 7 charges. While holding it, you can use an

action to expend 1 or more of its charges to cast the fireball

spell (save DC 15) from it. For 1 charge, you can cast the 3rd-

level version of the spell. You can increase the spell slot

level by one for each additional charge you expend.

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.

Source: Dungeon Master’s Guide p.210

This magic wand has been fashioned into a metal piece that

looks identical to a small, black pistol. When the trigger is

pulled, the fireball is shot out of the barrel like a bullet.

Book of the Abyss Volume II, Minor Property Guardian rare SJDC-Dead in Thay | Abyssal Prisons SJDC-Dead in Thay | Abyssal Prisons Show
Notes:

Wonderous Item, Requires Attunement by a Wizard

The cover of the book is made of a black leather that appears to writhe the longer you look at it, as if something underneath the surface were moving. The pages within are made of a thick, parchment-like material that seems to be imbued with dark energy.

It functions as a spellbook for you, with one small restriction, any liquid you attempt to write with beads up and falls off the page, unless it's blood from a humanoid that has died in the past 24 hours. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Demonic Swiftness: You have a +2 to initiative while attuned to the Book of the Abyss, Volume II

Potion of Healing (Superior) rare Purchase Log Show
Notes:

Purchased 5 Potion of Healing (Superior)

Amulet of Health rare CCC-SFBay-02-02 Rise of the Ogre King CCC-SFBay-02-02 Rise of the Ogre King Show
Notes:

Wondrous Item, Rare

This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide.

Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

Clockwork Amulet common BMG-DRW-OD-03 - Something's on the Move BMG-DRW-OD-03 - Something's on the Move Show
Thayan Plate, +1 (Vultharks Armor) rare DWB Discord AL Trading Post Trade Log Show
Notes:

This fell suit of armor once belonged to a Thayan Knight Vulthark (equivalent to a Lieutenant General) under the command of Dar'lon Ma, before Dar'lon Ma split from Thay. This armor is completely black and bears a circle device of eight red flames to represent the eight schools of magic/zulkirates.

Clockwork Amulet common BMG-MOON-MD-01 BMG-MOON-MD-01-Reverie And Murder Show
Notes:

Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

Astromancy Archive rare BMG-MOON-MD-01 BMG-MOON-MD-01-Reverie And Murder Show
Notes:

Wondrous item, rare (requires attunement by a wizard)

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Velahr'Kerym (Flametongue Longsword)* rare DDAL00-02D Lost Tales of Myth Drannor Trade Log Show
Notes:

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Shield, +1 uncommon DWB Discord AL Trading Post Trade Log Show
Notes:

This shield is elegant and wicked in equal parts; the bloodsoaked wood backing of the shield preserves the final terror of heroes slain by the shield's previous owner, while ornate metal of Thayan design on the front of the shield has been forged from the blades of defeated adventurers. When listening carefully to the shield in a quiet environment, one can still hear their screams.

Tentacle Rod rare DDEP-DRW01 Assault on Myth Nantar DDEP-DRW01 Assault on Myth Nantar Show
Notes:

Rod, rare (requires attunement).

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Unlocked Magic Items