Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Staff of the Woodlands rare WBW-DC-HH-02 Trial of the Flower WBW-DC-HH-02 Trial of the Flower Show
Notes:

Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:

animal friendship (1 charge)
awaken (5 charges)
barkskin (2 charges)
locate animals or plants (2 charges)
speak with animals (1 charge)
speak with plants (3 charges)
wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding

Plate, +2 very_rare Traded DM Corgi @BMG VDDW for Plate, +2 Trade Log Show
Listening Ear (Ear Horn of Hearing) common The Simbul's Guise (Cloak of Invisibility, Guardian) BMG-DRW-OD-11 Summit at Tantras Show
Notes:

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.

Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

This ear cuff is sculpted from amber resin, and molded to fit into the contours of the wearer’s auricle. A gold clasp and chain that fits over the wearer’s helix holds the accessory in place.

Hat of Disguise uncommon SJ-DC-TTUC-02 SJ-DC-TTUC-02 Show
Notes:

Hat of Disguise
Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Rhythm-Maker's Drum, +2, Song Craft Property rare SJ-DC-Triden-SD Shot in The Dark SJ-DC-Triden-SD Shot in The Dark Show
Notes:

Wonderous Item, rare (requires attunement by a bard)
While holding this drum, you gain a +2 bonus to spell attack
rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of
your Bardic Inspiration feature. This property of the drum
can’t be used again until the next dawn.
This item is found in Tasha’s Cauldron of Everything, pg. 134.
This snare drum is from Stumpy Shrimpton’s drum kit; the
skin is signed by all five members of Vorpal Scream.
It has the Song Craft property. When used it plays a fragment of
the song that repelled the horror on the Waystation that
unforgettable day.

Cloak of Many Fashions common SJ-DC-ROCK-01 Turmoil in Bral SJ-DC-ROCK-01 Turmoil in Bral Show
Bead of Nourishment common SJ-DC-RFJK-01 Bringing Home the Bacon SJ-DC-RFJK-01 Bringing Home the Bacon Show
Notes:

Wondrous Item, common
One copy available to each character, if the party had an Extreme Success assisting Chaplain Phered'sen

This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.

This item is found in Xanathar’s Guide to Everything.

Naga's Warning (Yklwa, +2) rare SJ-DC-PAT-02 Snake-Eye Satellite Trade Log Show
Notes:

Weapon (Yklwa), Rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Simple Melee Weapon, Damage: 1d8 piercing, Properties: thrown, range (10/30), Weight: 2 lbs. This item is found in the Tomb of Annihilation. NAGA’S WARNING This short spear-like weapon has a long blade carved with serpentine designs. The yklwa hisses when it senses danger, granting the guardian property. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

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.

Spacefarer's Tool (WAND OF FIREBALLS)(Strange Material Propertery) rare SJ-DC-NMB1-01 An Enemy Trade Log Show
Notes:

Rare
Spacefarer's Tool (WAND OF FIREBALLS) 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 Strange material: 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.

Horn of Silent Alarm common SJ-DC-MAD-02 Mad Effect: Retribution Trade Log Show
Rod of the Pact Keeper +1, +2 Initiative uncommon SJ-DC-FuR The Furious Road! SJ-DC-FuR The Furious Road! Show
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

Azure Sky, Guardian (Glaive, +2) rare SJ-DC-ANGKA-06 Moving Up in the World SJ-DC-ANGKA-06 Moving Up in the World Show
Notes:

Weapon (glaive), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it. This item is found in the Dungeon Master Guide.

Guardian. The glaive whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

The blade of this glaive is made from a single, flawless sapphire, shimmering with a mesmerizing azure glow, while its shaft, intricately carved from the bone of an ancient wyrm, hums with power, guiding the hand of its wielder with grace.

Instrument of Scribing common SJ-DC-ANGKA-06 Moving Up in the World SJ-DC-ANGKA-06 Moving Up in the World Show
Rod of Security, Guardian very_rare PSDC-LOF | Last of the First Tier 4 Trade Log Show
Notes:

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. Guardian: You gain a +2 bonus to initiative rolls

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.

Bow of Melodies very_rare FR-DC-LIN4 In the Path of Devastation FR-DC-LIN4 In the Path of Devastation Show
Notes:

Source: The Book of Many Things

Weapon (any bow), very rare (requires attunement)

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.

Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.

Araelathila (Elven Thrower) very_rare FR-DC-LIGA 01 Wyrmwell Flame FR-DC-LIGA 01 Wyrmwell Flame Show
Notes:

Weapon (spear), very rare (requires attunement by a elf)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Forged by the High Elves during the Crown Wars, this spear has vanes of green arrows carved into it. The item whispers to its bearer "May I strike true my targets!", granting a +2 bonus to initiative if the bearer isn’t incapacitated. It is an ode to Solonor Thelandira. The wielder needs to pray and express their gratitude every day, or automatically untune at every dawn.

Bapar Ghalmrin's Imperishable Ark (Chest of Preserving) common FR-DC-LIGA 01 Wyrmwell Flame FR-DC-LIGA 01 Wyrmwell Flame Show
Notes:

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This copper-plated chest has gold stripes and a magical painting of dwarves feasting in a hall. When the chest is empty of food, the dwarves look sad. When the chest is full of food, the dwarves smile happily. Interestingly, this chest never gets dirty.

Unlocked Magic Items