Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Shield +1 common DDHC-CM-09 Lore of Lurue Show
Pot of Awakening common DDIA-XGE Underworld Speculation Show
Notes:

Pot of Awakening
Wondrous item, common

This clay pot is stamped with an oak leaf, the holy symbol of Silvanus.

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. This item can be found in Xanathar’s Guide to Everything

+1 Moon Sickle uncommon Renown Show
Notes:

Weapon (sickle), uncommon (requires attunement by a druid or ranger)
Simple weapon, melee weapon
2 lb. 1d4 slashing - light
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Bracers of Archery uncommon DDAL DRWEP03 When the Lights Go out in Candlekeep Show
Notes:

Wondrous item, uncommon (requires attunement)

These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden.

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Half Plate +1 rare Trade Log Show
Notes:

(voices of hags fill your heads as you wear this armor taunting you)

Staff of the Woodlands rare White Plume Show
Notes:

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), or 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.
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.

Necklace of Prayer Beads (Blessing, Curing, Favor, Summons, Wind Walking) rare Trade Log Show
Notes:

Pearls of white, blue, black, green, and even purple are strung on what seems to be a delicate string of seaweed and bound with a seashell clasp. Curiously, the necklace is always damp. Wondrous item, rare (requires attunement by a cleric, druid, or paladin) Major tier 1 lb. This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. d20 Bead of... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk

arrow-catching shield rare DDAL DRWEP03 When the Lights Go out in Candlekeep Show
Notes:

Armor (shield), rare (requires attunement)

This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms.

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Ghost Step Tattoo very_rare Trade Log Show
Notes:

ondrous item (tattoo), very rare (requires attunement)
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can't be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

tome of Understanding very_rare Trade Log Show
Rod of the Pact Keeper +3 very_rare DDAL DRWEP03 When the Lights Go out in Candlekeep Show
Notes:

Rod, very rare (Requires Attunement by a Warlock)

Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival.

While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Charm of Animal Conjuring unique DDHC-CM-09 Lore of Lurue Show
Notes:

This charm allows you to cast the conjure animals spell (3rd-level version) as an action. You are able to do so without spending a spell slot or providing any components (verbal, somatic, or material). Once used three times, the charm vanishes from you.

Unlocked Magic Items