Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
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.

Velahr´Kerym (Flame Tongue Longsword) rare DDAL 00-02D Echoes of the Weeping War Show
Notes:

Velahr´Kerym (Flame Tongue Longsword)
Weapon, rare (requires attunement)

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade.

These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.

The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.

Sentinel Shield uncommon CCC-BMG MOON 11-1 A Darkened City Show
Notes:

Sentinel Shield
Armor (shield), uncommon

Whenever the Sentinel Shield grants advantage on a roll, the eye on the front squints and the shield says “hmmmm” in a deep gravelly voice that is audible to anyone within 30 feet.

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Periapt of Wound Closure uncommon CCC-BMG-10 HILL1-2 Exodus Show
Notes:

Periapt of Wound Closure

Wondrous item, uncommon (requires attunement)

This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long, graceful fingers holding a set of three small crystals. It does have one minor drawback. Unless the wielder is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each use. The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary from use to use. A description of this item can be found on page 184 of the Dungeon Master’s Guide.

Eagle Whistle rare Trade Log 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.

Audience Stones (Sending Stones) uncommon CCC-BMG-13 HILL1-3 Resurgence Show
Notes:

Audience Stones (Sending Stones)
Wondrous item, uncommon

These smooth stones made of marble have the crest of Hillsfar carved into them.

Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell
from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through

As well as the properties described in the Dungeon Master’s Guide (pg. 199), these stones also have the ability to directly contact the First Lord of Hillsfar. You have been assured that he always keeps the stone close at hand.

Contacting the First Lord expends the single use the stones gain every dawn.

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

Chime of Opening
Wondrous item, rare

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.

Prosthetic Limb common DDAL10-06 The Fallen Star Show
Notes:

Prosthetic Limb
Wondrous item, common

This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.

This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.

Glamoured Studded Leather rare DDAL08-11 Poisoned Words Show
Notes:

Glamoured Studded Leather
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid.

Figurine of Wondrous Power Ebony Fly rare CCC-TAROT-02-01 A Sunk Cost Show
Notes:

The Plague Fly
Wondrous Item, rare

This figurine of wondrous power (ebony fly) is an ebony statuette carved into the likeness of a horsefly with the holy symbol of Talona etched into its forehead with three small pieces of inset amber. When it is becomes a creature the marking becomes vivid purple and the pieces of amber seem to have an inner glow.

Vault of the Efreeti (Portable Hole) rare CCC-ODFC-0202 Palace of the Efreeti Show
Notes:

Vault of the Efreeti (Portable Hole)
Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 them closes. The gate is one-way only and can’t be reopened.
This item is found on Magic Item Table D in the Dungeon Master’s Guide.

This piece of fine red silk can be folded up into a handkerchief, scarf, banner, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.

Instrument of the Bards (Doss Lute) uncommon CCC-TAROT- 02-02 Guardians Scourge Show
Notes:

Instrument of the Bards (Doss Lute)
Wondrous item, uncommon (requires attunement by a bard)

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 withot 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 spell uses your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide.

Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune.

Doss Lute Spells:
Animal friendship,

fly,

invisibility,

levitate,

protection from energy (fire only),

protection from evil and good,

protection from poison

Selfaril’s Soul Gem common CCC-GAD01-01 Broken Blade Show
Notes:

Selfaril’s Soul Gem
(Ruby of the War Mage)
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

This jagged piece of ruby was once part of the gem that housed Selfaril Uoumdolphin’s soul. Even now it seems to hold a small piece of his vitality

Sea Hag’s Cloak uncommon CCC-GAD01-01 Broken Blade Show
Notes:

Sea Hag’s Cloak
(Cloak of the Manta Ray)
Wondrous item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
This item is found on Magic Item Table B in the Dungeon Master’s Guide.

This dark green cloak seems to be sewn together out of seaweed and kelp. Its wearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit

Tongcat Nenek Kebayan (Staff of Healing) rare WBW-DC-DMM-01 The Soltitude of Solace Show
Notes:

Tongcat Nenek Kebayan (Staff of Healing)

Staff, Rare (Requires Attunement by a Bard, Cleric or Druid)

This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Selendang Bomoh (Mantle of Spell Resistance) rare WBW-DC-DMM-01 The Soltitude of Solace Show
Notes:

Selendang Bomoh (Mantle of Spell Resistance)

Wondrous Item, Rare (Requires Attunement)

Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak. Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

Once was Solace (Talking Doll) common WBW-DC-DMM-01 The Soltitude of Solace Show
Notes:

Once was Solace (Talking Doll)

Wondrous Item, Common (Requires Attunement)

This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it.

Dread Helm common CCC-GAD01-02 Red War: Black Phoenix Show
Notes:

Dread Helm
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
The jagged horns on this helmet look quite intimidating

Dragonhide Saddle (Saddle of the Cavalier) uncommon CCC-GAD01-02 Red War: Black Phoenix Show
Notes:

Dragonhide Saddle
(Saddle of the Cavalier)
Wondrous item, uncommon
While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.
This item is found on Magic Item Table B in the Dungeon Master’s Guide.
This saddle is made primarily out of the hide and bones of a red dragon. The saddle never gets dirty even in the grimiest of environments.

Censer of Controlling Air Elementals rare DDHC-CM Zikran's Zephyrean Tome Show
Notes:

Censer of Controlling Air Elementals
Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.