Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Selûne's owl-eye glasses (A) unique CCC-AN-03 Winter Wonderland + Feast of the Moon Wave 3 Show
Notes:

While wearing these glasses, as an action, you can instantaneously resummon a deceased, certed or Holiday Event vanity pet or mount that can be returned to life by the find familiar or find steed spells. Once returned to life, they have no new additions to the roles and abilities they had before death (for example, these glasses do not transform them into a familiar or steed). If you are not attuned to your glasses, that does not kill your pet. The glasses can’t be used this way again until the next dawn.

Vorpal Scimitar legendary DDAL07-16 Pools of Cerulean Trade Log Show
Notes:

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it’s immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.This blade now hums and vibrates with great energy, and slices through obstacles with thegreatest of ease. If the sword does not claim the life of a sentient creature each day, you find that are easily angered and become frustrated by even the smallest obstacles. This item can be found in the Dungeon Master’s Guide.

Spare legendary DDHC-TOA-13 The Risen Mists Trade Log Show
Notes:

Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a flame tongue (see "Treasure" in chapter 7 of the Dungeon Master's Guide). Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest. Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Undercommon. Personality. Spare is extremely haughty and proud, demanding that its user portray the same level of integrity and dignity that it requires for itself. It periodically mocks enemies in combat and has truly earned the name of a flme tongue. If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare openly berates the wielder. If such an even happens more than twice in a row, the sword uses its vicious mockery ability upon the wielder itself. Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade. Though the sword insisted on being called "Fire of Destiny," Sabashin thought it was a silly name and thus didn't call the sword anything. After Sabashin's passing, the sword had passed through various hands until it fell into the ownership of Lord Galoray, a ruthless overlord. Galoray became so tired of the sword's constant beratement, he left it in his keep, mounted on a decorative display with a plaque that read "Spare."

Shard of the Ise Rune very_rare DDHC-Storm King's Thunder, Chapter 4 Trade Log Show
Notes:

This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.

Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.

Frost Friend. You have resistance to fire damage.

Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.

Winter's Howl. As an action, you can cast Sleet Storm (spell save DC 17). You regain this ability after you finish a short or long rest.

Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:

Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.

Stone Plate +2 very_rare CCC-JGD-01 Left Black & Blue: A Red War Story Trade Log Show
Notes:

You have a +2 bonus to AC while wearing this armor. This item is found on Magic Item Table I in the Dungeon Master’s Guide. This suit of plate armor was created by Cultists of the Black Earth and is fashioned from slabs of stone (instead of metal). The armor resizes to fit its wearer.

Tome of Leadership and Influence very_rare DDHC-TYP-Tomb of Horror DDHC-TYP-Tomb of Horror Show
Notes:

This book contains intuition and Insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Rod of Security very_rare DDAL00-01 Window to the Past DDAL00-01 Window to the Past 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.

Animated Shield very_rare DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) Trade Log Show
Notes:

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Grig Fiddle very_rare Assigning Service Rewards Show
Notes:

This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as a instrument of the bards (anstruth harp)

Cloak of the Raven (Cloak of the Bat) rare DDHC-MORD-01 Riddles of the Ravenqueen Trade Log Show
Notes:

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.

Wings of Flying (attunement) rare DDHC-TYP-Tomb of Horror DDHC-TYP-Tomb of Horror Show
Notes:

While wearing this cloak, you can use an action to speak its Command Word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the Command Word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

Dawnfire (Sun Blade) (attunement) rare CCC-DES0102 Trade Log Show
Notes:

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.

Adamantine Armor uncommon DDAL00-01 Window to the Past Show
Notes:

Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection.

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Fritter the 7-Legged Spider common Halloween Purchase Log Show
Notes:

The Kernel insists that this tarantula of unusual size is house-trained. Fritter wears a
harness made of definitely-not-humanoid-teeth-how-dare-you and woven spiderwebs. Fritter
uses the giant spider stat block with the following changes:
• For your own safety, Fritter’s poison glands have been removed. Their bite does
not deal poison damage.
• Fritter has an intense fear of heights. You must succeed a DC 15 Wisdom (Animal
Handling) check to convince Fritter to use their spider climb ability.
If killed, Fritter can be summoned via find steed, find greater steed, or phantom steed.

Blessing of Protection common DDHCTYP- White plume Mountain DDHCTYP- White plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.