Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Brooch of Shielding uncommon DDHC-TYP Tales from the Yawning Portal-Tomb of Horror DDHC-TYP Tales from the Yawning Portal-Tomb of Horror Show
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.

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
Plate +2 very_rare BMG VDDW Trade Log Show
Staff of the Magi legendary DDAL07-17 Cauldron of Sapphire Show
Staff of Power very_rare DDAL05-19 The Eye of Xxiphu DDAL05-19 Eye of Xxiphu Show
Notes:

Staff, Very Rare This great ashen staff is etched with many designs of swirling air and clouds, The staff magically resizes to fit the hand of any who carry it.

The Eye of Xxiphu legendary DDAL05-19 The Eye of Xxiphu DDAL05-19 Eye of Xxiphu Show
Notes:

Wondrous item, legendary While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.

Belt of Storm Giant Strength legendary DDAL06-03 Crypt of the Death Giants Trade Log Show
Notes:

Wondrous Item, legendary (requires attunement) While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area.

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

The Simbul's Guise (Cloak of Invisibility, Guardian) legendary BMG-DRW-OD-11 Summit at Tantras BMG-DRW-OD-11 Summit at Tantras Show
Notes:

Wondrous Item, Legendary (Requires Attunement)

While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.

Guardian. This cloak warns of impending threats through a litany of vengeful proclamations that only the bearer can hear, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

This tattered mantle of gossamer white silk once adorned the shoulders of The Simbul’s vengeful simulacrum. An echo of the construct’s animating force has suffused the fabric, causing the hem of the garment to glow with a faint, silvery sheen.

(Art: Johanna Johnson)

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.

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.

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

od, legendary (requires attunement)

A long rod that appears to be made of oaken wood as hard as steel. The wood seems to shift and change as it is viewed from a different angle, perhaps a lingering remnant of the mythal’s fracturing effect.

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack 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.

Six Buttons. You can press one of the rod’s six 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.

If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword).

If you press 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 and damage rolls made with it.

If you press 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 and damage rolls made with it.

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. 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.

If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

If you press 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 failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. 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 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn.

Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn.

Damage: 1d6+3
Damage Type: Bludgeoning
Weight: 4

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

Ring, uncommon
A cobalt blue metal band with an internal ring that spins freely, though the arcane rune always settles above the finger rather than below.

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Sanctum Amulet very_rare BMG-DRWEP-OD-04 - Battle of Thaymount BMG-DRWEP-OD-04 - Battle of Thaymount Show
Notes:

Wondrous Item, Very Rare (Requires Attunement) A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant. While wearing this item, you have resistance to necrotic damage. Additionally, you can cast the Spare the Dying cantrip using either an action or a bonus action.

Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.

Once the rune has been invoked, it can’t be invoked again until the next dawn.

Reaper's Scream legendary BMG-DRWEP-OD-04 - Battle of Thaymount BMG-DRWEP-OD-04 - Battle of Thaymount Show
Notes:

Weapon (Morningstar), Legendary (Requires Attunement)

The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl.

You gain a +2 bonus to attack and damage rolls made with this weapon, and attacks with this weapon deal necrotic damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, you gain 10 temporary hit points. Any creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage.

Invoking the Rune. As a bonus action, you can invoke the weapon’s rune, unleashing the screams of every creature slain by the weapon in one cacophonous burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of your next turn.

Once the rune has been invoked, it can’t be invoked again until the next dawn.

Shield, +3 very_rare BMG VDDW Trading Post Trade Log Show
Half Plate, +2 very_rare Trade Log Show
Cubic Gate legendary DDAL08-17 The Tower of Ahghairon DDAL08-17 The Tower of Ahghairon Show
Notes:

Wondrous Item, legendary
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each
keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to
planes determined by the GM. You can use an action to press one side of the cube
to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an
action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport
the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube
expends 1 charge. The cube regains 1d3 expended charges daily at dawn. This item can be found on
Magic Item Table I in the Dungeon Master’s Guide.

Created by the wizard Hilather, the six sides of this cube are covered in characters from the language of
Alzhedo. The six sides are keyed to: the Prime Material, the Elemental Plane of Fire, the Nine Hells,
the Far Realm, the Outlands, and Arborea.

Thank you for playing under me! I hope you enjoyed the game.

Unlocked Magic Items