Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Blessing of Understanding very_rare Downtime Activity: Fai Chen - Attend a Wedding Show
Notes:

Supernatural gift | Blessing
Your Wisdom score increases by 2, up to a maximum of 22.

Cloak of the Manta Ray uncommon B DM Quest: Bounty Hunter Show
Notes:

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

Blessing of Health very_rare Downtime Activity: Fai Chen - Attend A Funeral Show
Notes:

Supernatural gift | Blessing
Your Constitution score increases by 2, up to a maximum of 22.

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.

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

Driftwood Staff (Staff of Healing) rare Trade Log Show
Notes:

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

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 Level, up to 4th), Lesser Restoration (2 charges), 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.

This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.

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.

Tome of Understanding very_rare Trade Log Show
Notes:

Very Rare, wonderous item
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.

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.

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

Boots of False Tracks common DDAL10-00 Ice Road Trackers Show
Notes:

Wondrous Item, common
These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Amulet Of The Devout +1 uncommon Purchase Log Show
Notes:

Wondrous Item, uncommon (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

+2 Plate very_rare Trade Log Show
Notes:

Armor (plate), very rare
You have a +2 bonus to AC while wearing this armor.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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.

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.

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.

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

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.

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.

Blessing of Protection very_rare DDHC-TYP Tales from the Yawning Portal 4: White Plume Mountain Show
Notes:

Supernatural Gift | Blessing
You gain a +1 bonus to AC and saving throws.