Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Eagle Whistle rare DDHC-TYP Shrine of Tamoachan DDHC-TYP Shrine of Tamoachan Show
Notes:

While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.

Devil King School of Higher Learning Uniform (Clothes of Mending) common CCC-GSP04-01 Devil King High School: Year One CCC-GSP04-01 Devil King High School: Year One Show
Notes:

This standard set of clothing for students is a combination of black trousers or a red skirt, together with a black top decorated with gold outlines and buttons. The fabric of the uniforms is specially made to make it easy and comfortable to wear under armor.

This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Blesing of Protection unique DDHC-TYP- White Plume Mountain DDHC-TYP- White Plume Mountain Show
Notes:

Saves und AC+1

Wave/Whelm/Brackrazor legendary DDHC-TYP- White Plume Mountain DDHC-TYP- White Plume Mountain Show
Notes:

Choose one when level 17

Seventh Sword rare CCC-6SWORDS-01 Six Swords out of Hell Trade Log Show
Notes:

The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side - a devil and a dragon. When used onehanded, the dragon's eyes light up red and a blade of reddish sunlight etends from its mouth. When used two-handed, a second blade exends from the devil side of the hilt, resulting in a weapon that i closer in appearance to a staff- mechanically, this weapon functions eactly as a regular sun blade as described in the Dungeon Master's Guide

Sprite’s Rescue rare Applying Service Rewards Show
Notes:

A beautiful ring made of gilded sprite wings. When activated, translucent sprite wings sprout from your back. The ring faintly glows emerald green when a fey creature is within 30 feet of you. This item functions as if a ring of feather falling

Claw of the Wyrm Rune rare DDHC - Storm King's Thunder, Chapter 12 Trade Log Show
Notes:

This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.

Wyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.

Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon.

Wyrm Ward. You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:

While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.

Ring of Protection rare WPM Trade Log Show
Notes:

You gain a +1 bonus to AC and saving throws while wearing this ring.

Amulet of the Devout +1 uncommon Level 5 Item Purchase Log Show
Notes:

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Durgeddin’s Fist (Mace of Terror) rare DDEP06-01 Relics of Kundrukar Show
Notes:

Wrought of blackened steel, the head of this mace is forged in the likeness of three screaming orc skulls. When wielded in combat against orc foes Durgeddin’s Fist bellows an endless stream of profanities and insults in a fearsome dwarven baritone audible for 30’. This item can be found in the Dungeon Master’s Guide.

Wand of Binding rare DDEP06-01 Relics of Kundrukar Show
Notes:

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.