Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Blessing of Protection unique DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

+1 AC, +1 All Saving Throws

AL Spell Services unique DDHC-TYP White Plume Mountain, Water Deep Purchase Log Show
A house in the Little Moonsea district unique CCC-SFBay-02-03 The Risen Minotaur Lord Purchase Log Show
Notes:

Story Award: Fangjaws Noble
Requires that you are already a Fangjaws Citizen.
You have further served Fangjaws Hold and have been rewarded with nobility. From this point forward, you may purchase a house in the Little Moonsea district for 2000 GP and 20 downtime days. This also increases your lifestyle expenses by 1 GP. In addition, you may administer justice to the citizens of Fangjaws Hold.

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

Crystal Ball of Telepathy legendary 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)

Staff of the Magi legendary DDAL07-17 Cauldron of Sapphire Show
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.

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.

Ring of air elemental command legendary BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic Show
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.

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.

Scarab of Protection legendary 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.

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.

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.

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
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.

Cauldron of Rebirth very_rare BMG-DRW-OD-08 - Lonely Is the Night BMG-DRW-OD-08 - Lonely Is the Night Show
Notes:

Wondrous item, very rare (requires attunement by a druid or warlock)

This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spell casting focus for your druid spells, and it functions as a suitable component for the Scrying spell. When you finish a long rest, you can use the cauldron to create a Potion of Greater Healing. The potion lasts for 24 hours, then loses its magic if not consumed.

As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.

If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can't be used again for 7 days.

Unlocked Magic Items