Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Blessing of Protection unique DDHC-TYP White Plume Mountain Show
Notes:

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

Revolver unique DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair Show
Notes:

2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)

Blessing of Protection unique DDHC-DMM Dungeon of the Mad Mage Level 21: Terminus Level DDHC-DMM Dungeon of the Mad Mage Level 21: Terminus Level Show
Notes:

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

Wave / Blackrazor / Whelm legendary DDHC-TYP White Plume Mountain Show
Spell Scroll of Wish legendary DDHC-CM Alkazaar's Appendix Show
Notes:

Save DC 19, Attack Bonus +11

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Grey Robe of the Archmagi legendary DDAL00-03 Those That Came Before Trade Log Show
Notes:

Robe of the Archmagi Wondrous Item, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe: If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spell and other magical effects. Your spell save DC and spell attack bonus each increase by 2. Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.

Nimoras Shield (Shield +3 very_rare DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair Show
Notes:

A wooden shield. Iron spikes protrude from the shield's edges, and a cracked ore skull is painted in black on its outer surface

Anstruth Harp very_rare DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair 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. 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: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns. 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.

Animated Shield very_rare DDHC-CM Alkazaar's Appendix 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.

Dwarven Plate very_rare DDHC-CM Alkazaar's Appendix 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.

The Blink Dog’s Guide to Transversing the Feywild rare Applying Service Rewards Show
Notes:

This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons
Wondrous item, rare (requires attunement by a wizard)

This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

Siren’s caress rare Applying Service Rewards Show
Notes:

This crystalline wand appears as a spiralshaped waterspout. When used, a haunting melody is heard emanating from the wand. This item functions as a wand of paralysis

Chime of Opening rare DDAL10-06 The Fallen Star Show
Notes:

This squat, black rod has a matte finish and a couple of flat switches and dials at one end.

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time it cracks and becomes useless.

Scilintmoon (Sun blade) rare DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom Show
Notes:

The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.

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.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Mace of Smiting rare DDHC-DMM Dungeon of the Mad Mage Level 21: Terminus Level Show
Notes:

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Ring of Acid Resistance rare DDHC-CM Alkazaar's Appendix Show
Notes:

Ring of Acid Resistance

Arcane Grimoir +1 rare Lvl 5 Item Character Creation Show
Notes:

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Chain Mail +1 rare DDHC-TYP White Plume Mountain Show
Goggles of Night rare DDHC-TYP White Plume Mountain Show
Notes:

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

Stone of Good Luck rare DDHC-TYP White Plume Mountain Show
Notes:

Requires Attunement

While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.