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Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Shield of the Silver Dragon (+2 Shield) rare Trade Log Show
Notes:

Shield of the Silver Dragon
This +2 shield emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon. The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Shortsword of Warning uncommon DDHC0-DoIP Dragon of Icespire Peak: Tower of Storms Show
Notes:

Shortsword of Warning Weapon (Shortsword), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins

Staff of the Woodlands rare CCC-BMG-18 ELM1-3 The Battle of Elmwood Show
Notes:

Staff of the Woodlands
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal 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.

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.

Trident of Warning uncommon DDEX2-3 The Drowned Tower Show
Notes:

Trident of Warning
Weapon (trident), uncommon (requires attunement)

Anyone wielding this weapon of unusual, blue steel feels oddly self-assured.

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

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.

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.

Wand of Webs uncommon LN-1 FUZZYTAIL FARM AND THE FRIGHTFUL CANDY GOAT MASSACRE Show
Notes:

Wand of Web
Wand, uncommon (requires attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

The wand 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.