Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Plate +2 very_rare BMG VDDW Trade Log Show
Staff of Fate very_rare BMG-MOON-MD-10 - Echoes of the Fallen BMG-MOON-MD-10 - Echoes of the Fallen Show
Notes:

Staff, weapon (quarterstaff), very rare (requires attunement)
The Staff of Fate appears to have been intricately grown over with elm wood, concealing its true nature. Yet, the allure of blue crystals peeking through the wood's knots and at its end hints at its mystical power, cleverly masquerading as a mere walking stick.
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Tome of Understanding very_rare DDAL05-19 The Eye of Xxiphu DDAL05-19 Eye of Xxiphu Show
Manual of Bodily Health very_rare Trade Log Show
Shield of the Uven Rune, Ancient White Dragon very_rare BMG-MOON-MD-11 - The Curse of Pacts and Passion BMG-MOON-MD-11 - The Curse of Pacts and Passion Show
Notes:

Armor (shield), very rare (requires attunement)
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.

While holding the shield, you benefit from the following properties.

Winter’s Friend. You are immune to cold damage.

Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.

Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.

Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Notes: Immunity: Cold, Damage, Warding

Item Tags: DAMAGE WARDING

Waterdeep: Dungeon of the Mad Mage

Tome of Leadership and Influence very_rare CCC-ROZK-01-02 Zhentarim's Lament Trade Log Show
Longbow, +3 very_rare BMG-DRW-OD-EP-02 BMG-DRW-OD-EP-02 Show
Notes:

Wondrous Item, Very Rare

The wood of this longbow shimmers with a blue energy and looks tainted, almost rotten.

Bloodrider's Helm (Watchful Helm) very_rare BMG-MOON-MD-07 Cauldron of Doom BMG-MOON-MD-07 Cauldron of Doom Show
Notes:

Fashioned from blackened metal, this warrior’s helm completely covers the forehead and the wearer’s eyes glow red. The interior is lined with patches of skin from sacrificed Northlander warriors. The helm smells of blood and fire to a distance of ten feet.
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.

Wraps of Unarmed Power, +3 very_rare Trade Log Show
Absorbing Tattoo, Psychic very_rare AL Trading Post Trade Log Show
Githyanki Silvered Greatsword, +3 very_rare DDHC-KGV-11 - Affair on the Concordant Express Trade Log Show
Amdraig (Steel) very_rare BMG-MOON-MD-09 - The Prince's Fairy Godmother BMG-MOON-MD-09 - The Prince's Fairy Godmother Show
Notes:

weapon (longsword), very rare (requires attunement by a good-aligned creature), martial weapon, melee weapon,

Value/Weight: 3 lb.

Details: 1d8 slashing - versatile (1d10)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Revivify.
You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.

Sentience.
Amdraig is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.

Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Amdraig was a druid from Grampalt Mountains and one of the Nine Blades of the First High King, Cymrych Hugh. When she was alive, she always does her best to prepare for any situation that may occur during battle and make sure that she’s ready to support her allies. Amdraig was obsessed in learning the secret of wild shaping into a dragon. She was tricked by Urphania and was forced to fight an ancient red dragon by herself. Setup to lose and before she died, Amdraig transferred her spirit to the nearest object she could find, a longsword.

Tearulai, Longsword of Sharpness very_rare DDHC-DMM Trade Log Show
Half Plate, +2 very_rare Trade Log Show
Wand of the War Mage, +3 very_rare DDEP07-02 Drums of the Dead DDEP07-02 Drums of the Dead Show
Notes:

This thick wand is made of polished steel with a sword-like pommel and can be used as a mace in melee combat.

Manual of Bodily Health very_rare Trade Log Show
Scimitar, +3 very_rare Trade Log Show
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.

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

Amulet of the Devout, +3 very_rare Trade Log Show

Unlocked Magic Items