Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Shield + 3 very_rare H Purchase Log Show
Staff of the Magi(Unlocked) legendary I Purchase Log Show
Notes:

Requires Attunement by a Sorcerer, Warlock, or Wizard

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While you hold it, you gain a +2 bonus to spell Attack rolls.

The staff has 50 Charges for the following properties. It regains 4d6 + 2 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 Charges.

Spell Absorption: While holding the staff, you have advantage on Saving Throws against Spells. In addition, you can use your Reaction when another creature casts a spell that Targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of Charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of Charges above 50, the staff explodes as if you activated its retributive strike (see below).

Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability: Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), Flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), knock (2 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or web (2 charges).

You can also use an action to cast one of the following Spells from the staff without using any charges: Arcane Lock, Detect Magic, enlarge/reduce, light, Mage Hand, or Protection from Evil and Good.

Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin — Damage:

10 ft. away or closer — 8 x the number of Charges in the staff

11 to 20 ft. away — 6 x the number of Charges in the staff

21 to 30 ft. away — 4 x the number of Charges in the staff

Amulet of Health very_rare G Purchase Log Show
Notes:

Requires Attunement

Your Constitution score is 19 while you wear this Amulet. It has no effect on you if your Constitution score is already 19 or higher.

Cloak of Invisibility(Unlocked) legendary I Purchase Log Show
Notes:

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.

Necklace of Prayer Beads rare G Season 9 Conversion Show
Notes:

Requires Attunement by a Cleric, Druid, or Paladin

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 Name — 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

Rolled beads: 3 Beads of Curing, 1 Bead of Blessing, 1 Bead of Favor, 1 Bead of Smiting

Cube of Force rare G Season 9 Conversion Show
Notes:

Requires Attunement

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 Charges, and it regains 1d20 expended Charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of Charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient Charges remaining, nothing happens. Otherwise, a barrier of Invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of Charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of Charges, resetting the Duration. If your Movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces:
Face — Charges — Effect:
1 — 1 — Gases, wind, and fog can't pass through the barrier.
2 — 2 — Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 — 3 — Living matter can 't pass through the barrier.
4 — 4 — Spell Effects can 't pass through the barrier.
5 — 5 — Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 — 0 — The barrier deactivates. The cube loses Charges when the barrier is targeted by certain Spells or comes into contact with certain spell or magic item Effects, as shown in the table below. Spell or item — Charges Lost: Disintegrate — 1d12 Horn of Blasting — 1d10 Passwall — 1d6 Prismatic Spray — 1d20 Wall of Fire — 1d4

Robe of Scintillating Colors very_rare H Season 9 Conversion Show
Notes:

Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Periapt of Health uncommon Trade Log Show
Notes:

Wondrous Item, uncommon

This charm consists of an irregularly shaped emerald hanging from a thick silver chain. While wearing it, you are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. This item can be found in the Dungeon Master’s Guide.