Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Staff of Striking very_rare Schult DDHC-TOA-1 Tomb of Annihilation Show
Notes:

Staff of Striking
Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack 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 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Dread Helm common CCC-BWM-003 A Tale of Two Towers Show
Notes:

This fearsome steel helm makes your eyes glow red while you wear it.

Plate Armor +2 very_rare Trade Log Show
Notes:

Plate Armor +2 (Vr)

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 Understanding very_rare Trade Log 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.

Skeggöx (Battleaxe +3) very_rare Trade Log Show
Notes:

Very Rare
Battleaxe +3 martial weapon, melee weapon, major tier, very rare Value/Weight: 4 lb. Details: 1d8 slashing - versatile (1d10) This impressive battleaxepossesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarvendeity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn. You have a +3 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Found On: Magic Item Table H

Warden, Spellguard Shield very_rare Trade Log Show
Notes:

Warden, Spellguard Shield
Shield, very rare, requires attunement
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Created by Brinora for her lover, and later husband, Richard, this shield is made of multicolored glass. While it appears fragile, it is just as strong as a regular shield.
Although the picture that was initially formed was Brinora’s arcane sigil, the pattern rearranges appropriately for the wielder, forming a holy symbol or other simple image of great meaning

Staff of Defense rare Trade Log Show
Notes:

Staff of Defense
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). No components are required.

The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Greatsword of Wounding rare DDEX2-15 Black Heart of Vengeance Show
Notes:

Greatsword of Wounding

Weapon (greatsword), rare (requires attunement)

Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

This sword’s blade is serrated along the back edge with a single, deep fuller running the length of its blade, bifurcating the point. The sharkskin-wrapped hilt ends in a pommel fashioned of a large, unfinished gemstone. This sword, however, has a tragic history. Anyone familiar with Aleyd Burral and her fall from grace recognizes the weapon and treat the wielder with suspicion.