Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Clothes of Mending common Service Reward: Common/Uncommon Show
Notes:

Wondrous Item, common
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

This item has the Temperate minor property. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

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

Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.

Longrest Blanket (Cloak of Many Fashions) common Service Reward: Common or Uncommon Show
Notes:

Wondrous item, common
This cloak feels cold or warm to the touch, depending on which temperature would make the user more comfortable.

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Guardian: This magic item eases the mind and makes it clearer, and has the Guardian minor property (The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.)

Cloak of Elvenkind uncommon Item Procurement The Harpers Downtime Activity: Aquire Magic Item through faction Show
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

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.

Serpent Scale Armor uncommon Trade Log Show
Notes:

Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Quarterstaff +1 uncommon DDEX3-16 Assault on Maerimydra Show
Notes:

Weapon (quarterstaff), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Shortbow +1 uncommon DDEX3-16 Assault on Maerimydra Show
Notes:

Weapon (shortbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Stonespeaker Crystal rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.

The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).

When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.

The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.

Light Crossbow +2 rare Trade Log Show
Notes:

Weapon (crossbow, light), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Siren’s Caress (Wand of Paralysis) rare Service Rewards: Siren’s caress Show
Notes:

Wand, rare (requires attunement by a Spellcaster)
This crystalline wand appears as a spiral-shaped waterspout. When used, a haunting melody is heard emanating from the wand.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

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.

Dagger of Blindsight rare Service Reward: Dagger of Blindsight Show
Notes:

Weapon (dagger), rare (requires attunement)
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.

Necklace of Prayer Beads rare G DDHC-TYP Chapter 4 - White Plume Mountain Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has ld4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical 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.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. 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 of... | Spell
1x Blessing | Bless
3x Curing | Cure wounds (2nd level) or lesser restoration
1x Restoration | Greater restoration
1x Smiting | Branding smite

Robe of Eyes rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
The eyelike patterns embroidered upon this dark blue robe glow faintly when within 100 feet of a source of strong elemental power, such as a gate to an elemental plane or a formidable elemental creature.
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.

Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.

Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.

Staff of Healing rare DDEP05-01 Trade Log Show
Notes:

Player: David Gerner-knudsen
DCI: 4318776127
Character: Einkill
Staff of Healing --> Boots of Speed
Dropped in: DDEP 4 Reclamation of Phlan

Player: Kasper Knutzen
DCI: 8318763608
Character: Riley
Boots of Speed --> Staff of healing
Dropped in: DDAL06-02 The Redemption of Kelvan

Staff of Thunder and Lightning very_rare DDAL05-08 Durlag’s Tower Show
Notes:

Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

Manual of Quickness of Action very_rare Trade Log Show
Notes:

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

Midnight Phaeton's Horn (Shortsword) very_rare Trade Log Show
Notes:

Weapon (any melee piercing), very rare
The weapon retains the glittering, pearlescent sheen and spiraling pattern of the unicorn’s horn. Additionally, anyone holding the weapon can say Phaeton to cause the weapon to glow with bright light for a radius of 20 feet and dim light for a further 20 feet. The light lasts for 1 hour or until someone holding the weapon says Midnight. Any good aligned creatures in the bright light feel slightly more at ease (no mechanical effect), as if caressed by the first rays of moonlight on a dark night.

You gain a +3 bonus to attack and damage rolls with this weapon, which takes the form of any melee piercing weapon of your choice (choice made when item is received and is permanent from then on).

Melee Piercing Weapons
• Dagger (Simple, d4, Finesse, light, thrown)
• Javelin (Simple. d6, Thrown)
• Spear (Simple, d6, Thrown, versatile)
• Lance (Martial, d12, Reach, special)
• Morningstar (Martial, d8)
• Pike (Martial, d10, Heavy, reach, two-handed)
• Rapier (Martial, d8, Finesse)
• Shortsword (Martial, d6, Finesse, light)
• Trident (Martial, d6, Thrown, versatile)
• War pick (Martial, d8)

Studded Leather, +2 very_rare Trade Log Show
Notes:

Armor (studded leather), very rare
Splendid armor, perfect in every way!
You have a +2 bonus to AC while wearing this armor.