Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Spell Scroll of Hold Person
uncommon
DDHC-Dragons of Stormwreck Isle (last chapter and session)
DDHC-Dragons of Stormwreck Isle (last chapter and session)
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.
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.
Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
Show
Staff of the Python
uncommon
DDHC-JttRC-Between Tangled Roots
Trade Log
Show
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
Stone of Good Luck
uncommon
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous Item, Uncommon, Major, Attunement. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Studded Leather, +1
rare
BMG VDDW Trading Post Event
Trade Log
Show
Notes:
This set of armor dyed in emerald greens and deep blues is crafted from a supple, thin leather of a sylvan creature, giving comfort and flexibility rarely found in armor. It is, of course, perfectly fashionable in any situation, befitting a bounty hunter who may need to go from chatting to stabbing in the span of a second. An inner panel of leather reads, in golden embroidery thread "Made by T'kaiya", accompanied by an embroidery of an incredibly round, friend-shaped bird.
Sword of Vengeance
uncommon
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Notes:
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Tearulai, Longsword of Sharpness
very_rare
DDHC-DMM
Trade Log
Show
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.
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.
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.
Thermal Cube (Rashemi Hot Stone)
common
Trade Log
Show
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)
Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
Trade Log
Show
Tome of Understanding
very_rare
DDAL05-19 The Eye of Xxiphu
DDAL05-19 Eye of Xxiphu
Show
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.
Wand of Binding
rare
DDHC-KGV-Prisoner 13
Trade Log
Show
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Spell Scroll of Hold Person | uncommon | DDHC-Dragons of Stormwreck Isle (last chapter and session) | DDHC-Dragons of Stormwreck Isle (last chapter and session) | 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) |
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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. |
||||||
Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | Show | |||
Staff of the Python | uncommon | DDHC-JttRC-Between Tangled Roots | Trade Log | Show | ||
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) 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 animal friendship (1 charge) 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 |
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Stone of Good Luck | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Wondrous Item, Uncommon, Major, Attunement. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
||||||
Studded Leather, +1 | rare | BMG VDDW Trading Post Event | Trade Log | Show | ||
Notes:
This set of armor dyed in emerald greens and deep blues is crafted from a supple, thin leather of a sylvan creature, giving comfort and flexibility rarely found in armor. It is, of course, perfectly fashionable in any situation, befitting a bounty hunter who may need to go from chatting to stabbing in the span of a second. An inner panel of leather reads, in golden embroidery thread "Made by T'kaiya", accompanied by an embroidery of an incredibly round, friend-shaped bird. |
||||||
Sword of Vengeance | uncommon | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Notes:
Weapon (any sword), uncommon (requires attunement) Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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Tearulai, Longsword of Sharpness | very_rare | DDHC-DMM | Trade Log | Show | ||
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. |
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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. |
||||||
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. |
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Thermal Cube (Rashemi Hot Stone) | common | Trade Log | Show | |||
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) |
||||||
Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | Trade Log | Show | ||
Tome of Understanding | very_rare | DDAL05-19 The Eye of Xxiphu | DDAL05-19 Eye of Xxiphu | Show | ||
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. |
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Wand of Binding | rare | DDHC-KGV-Prisoner 13 | Trade Log | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. |
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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 |