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Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Frost Brand Scimitar very_rare DDEP05-02 The Ark of the Mountains (Tier 3) Show
Notes:

Weapon (any sword), very rare (requires attunement)
The Red Baron of Nelanther awarded these rime-coated scimitars to his most favored pirates.
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Helm of Brilliance very_rare Trade Log Show
Notes:

Wondrous Item, very rare (requires attunement)
This dazzling helm is set with 1d10 (5) diamonds, 2d10 (11) rubies, 3d10 (16) fire opals, and 4d10 (22) opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
• As long as the helm has at least one ruby, you have resistance to fire damage.
• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

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

Wondrous item, rare (requires attunement)

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.

Manual of Bodily Health very_rare H Trade Log Show
Notes:

Wondrous Item, very rare
This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Table: H
Price: 20 tier 3/4 TCP

Manual of Gainful Excercise very_rare Trade Log Show
Notes:

Wondrous Item, very rare
This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Necklace of Prayer Beads rare Trade Log Show
Notes:

Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 (6) magic beads made from aquamarine, black pearl, or topaz. It also has many non-magical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

Bead types
Roll | Name | Spell
1-6 | Blessing | Bless
7-12 | Curing | Cure Wounds (2nd level) or Lesser Restoration
13-16 | Favor | Greater Restoration
17-18 | Smiting | randing Smite
19 | Summons | Planar Ally
20 | Wind walking | Wind Walk

Beads in this Prayer Beads
2 x Curing
2 x Favor
1 x Summons
1 x Wind Walking

Oathbow very_rare CCC-OCC-01 Red War: Housekeeping Show
Notes:

Weapon (longbow or shortbow), very rare (requires attunement)
*Syranna’s Folly (Oathbow). This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence”. *
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.

While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.

Orb of Times common FR-DC-CONMAR 04 Revelling Along the Shadows Show
Notes:

Wondrous Item, common
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Ring of Acid Resistance rare DDHC-BP:GotG-GotSF Giants of the Star Forge Show
Notes:

Ring, rare (requires attunement)
You have resistance to acid damage while wearing this pearl ring.

Ring of Acid Resistance rare DDHC-BP:GotG-GotSF Giants of the Star Forge Show
Notes:

Ring, rare (requires attunement)
You have resistance to acid damage while wearing this pearl ring.

Ring of Amity very_rare Trade Log Show
Notes:

Ring, Very Rare (Requires Attunement)
This ring is carved from hematite and bears an engraving of the friend rune.

When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.

You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.

A creature can benefit from only one ring of amity’s bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.

Invoking the Rune. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring’s rune if you are within 60 feet of the bonded creature. The bonded creature’s attack is then turned into a critical hit.

Once the rune has been invoked, it can’t be invoked again until the next dawn.

Ring of Three Wishes legendary I DM Quest: Best Kept in the Dark Show
Notes:

Ring, legendary
While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.

Robe of Eyes common DDHC-CM-15 - The Scrivener's Tale Show
Notes:

Wondrous Item, rare (requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

Rod of Resurrection legendary Service Reward: Tier 3/4 Adventure Reward Show
Notes:

Rod, Legendary, (Requires Attunement by a Cleric, Druid, or Paladin)
The rod is engraved with sun symbols and bejeweled with faceted citrines. It glows equal to a torch when within 100 ft. of undead.
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it:
• Heal (expends 1 charge)
• Resurrection (expends 5 charges).

The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.

Rope of Entanglement rare Trade Log Show
Notes:

Wondrous item, rare
This rope is fashioned from a 30-foot length of wilted, thorny vine. Upon entangling a creature that isn’t undead or a construct, the thorns dig into its target’s flesh and appear to feed—the vine grows green, its leaves become full and vibrant, and colorful, aromatic flowers blossom along its lengt
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.

Sapphire Buckler very_rare Service Reward: Sapphire Buckler Show
Notes:

Armor (shield), very rare (requires attunement)
This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Shield of Expression common Trade Log Show
Notes:

Armor (shield), common
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.

Shiftweave common Service Reward: Tier 1 Adventure Reward Show
Notes:

Wondrous Item, common
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.

Silvered Greatsword +3 very_rare Trade Log Show
Notes:

Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.

Snurre's Cape rare Service Reward: Tier 2 Adventure Reward Show
Notes:

Wondrous item, Rare
While you wear this cape you have resistance to Cold damage