Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Tome of Leadership and Influence very_rare Tomb of Horrors Trade Log Show
Notes:

This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Pole of Collapsing common Starting Item Purchase Log Show
Notes:

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Wand of the Warmage +2 rare DDHC-TYP-White plume Mountain Trade Log Show
Notes:

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity (+2). In addition, you ignore half cover when making a spell attack.

Dwarven Plate very_rare DDHC-CM Alkazaar's Appendix Trade Log Show
Notes:

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Staff of Withering rare DDEX02-13 The Howling Void DDEX02-13 The Howling Void Show
Notes:

Requires Attunement by a Cleric, Druid, or Warlock

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution

This staff of lightweight wood blows is constantly surrounded by an unseen breeze. To those attuned to it, the winds whispers words of warning, granting a +2 bonus on Dexterity checks made to determine initiative in combat.

Heward's Handy Haversack rare DDAL09-09 Ruined Prospects DDAL09-09 Ruined Prospects Show
Notes:

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside
out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. This item can be found in the Dungeon Master’s Guide.
This specific haversack is made of white leather, and a label on the inside reads “Kelda Ironbelly” in dwarvish script.

Moon-touched Rapier of the Dark Tongue common CCC-UNITE-05 - House of Moonlight CCC-UNITE-05 - House of Moonlight Show
Notes:

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The bearer of this weapon can speak and understand Undercommon.

Belt of Hill Giant Strength rare CCC-SFBAY-02-03 The Risen Minotaur Lord CCC-SFBAY-02-03 The Risen Minotaur Lord Show
Notes:

While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect

Moon-touched Greatsword common CCC-MTL-02 House of Revenance CCC-MTL-02 House of Revenance Show
Notes:

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Wakened Dragon's Wrath Weapon, Greatsword (cold) very_rare BMG-MOON-MD-12 - The Malevolent Reign Assigning DM Rewards Show
Notes:

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties. Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon. Wakened (Very Rare) . The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.

Ioun Stone of Awareness rare DDHC-CM-15 The Scriviner's Tale Show
Notes:

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.

Gloves of Mechanus (Gauntlets of Flaming Fury rare SJ-DC-PANDORA-JWEI-03B-Felix! Show
Notes:

This mechanical glove is forged in Mechanus. Any nonmagical weapon that you grasp with this glove is treated as a magic weapon. As a bonus action, you can activate this glove, causing the cogs to whir and sparks to be ignited which creates magical flames that envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

Instrument of the Bards (Cli Lyre) rare Keys from the Golden Vault - Fire and Darkness Show
Notes:

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

The lyre is decorated with carvings of phoenixes. Jarazoun fancies himself a musician but is unable to attune to the instrument.

Bronze Griffon Figurine of Wondrous Power rare Keys from the Golden Vault - Fire and Darkness Show
Notes:

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.

Mace of Terror rare Keys from the Golden Vault - Fire and Darkness Show
Notes:

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Rope of Entanglement rare Keys from the Golden Vault - Fire and Darkness Show
Notes:

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rogues Mantle (A) rare Trade Log Show
Notes:

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.

Staff of Moon Dance (Staff of Striking with Beacon Property) very_rare SJ-DC-PANDORA-JWEI-01 The Pandora Box Show
Notes:

The tip of the staff curves in an arc resembling that of a crescent moon. In times of darkness, its wielder can use a bonus action to cause a mini full moon to appear within the crescent which shed bright light in a 10-foot-radius and dim light for an additional 10-foot-radius, or to extinguish the light.

Upon a successful hit and expending at least 1 of its charges, the crescent glows radiantly before an illumination of moonlight bursts forth.

When dancing a ritual dedicated to Selune with this staff, whether it be attuned or not to the wielder, a piece of their memory begins playing out in the mind of the viewers, but this function does not provide any mechanical benefit as it is only for story and flavor purposes.

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.

Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft. with Temperate Property) very_rare SJ-DC-PANDORA-JWEI-02 - Pleonexia Show
Notes:

This purple carpet has the ornate of Cormyr’s Purple Dragons decorated on it and is widely recognized as a carpet belonging to Cormyr’s Royal family. It is a gift from the once-prince-now-advisor Baerovus Obarksyr to Pleonexia, a most special cat.

It not only keeps its user warm when the weather is cold, chill when the sun is blazing hot, it also serves as the perfect means of transport and most comfortable bed… mostly for a cat.

Black Root of Clathrus Archeri (Staff of Defense with the Wicked property) (A) rare SJ-DC-PANDORA-JWEI-03A Astheneia Show
Notes:

This staff’s shaft is blacked and rotted with several fungi grown around it ending with a red colored clathrus archeri at its tip.

When its user casts a mage armor with this staff, a translucent reddish purple colored arcane armor wraps their body with mycelial threads woven around the waist. If a shield is cast with this staff, it takes the form of a mushroom’s red cap.

Whenever the wearer of this armor is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act.