Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Cloak of Elvenkind uncommon Item Procurement The Harpers Downtime Activity: Aquire Magic Item through faction Show
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

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

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

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.

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.

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)

Rod of Alertness very_rare Trade Log Show
Notes:

Rod, very rare (requires attunement)
This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted.

This rod has a flanged head and the following properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.

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.

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.

Plate Armor of Etherealness legendary Trade Log Show
Notes:

Armor (plate), legendary (requires attunement)
This armor has a holy symbol of Shar forged into the breastplate. It also looks dim and reflects light poorly. While you wear it, you can speak and understand Qualith without having to roll any checks or saves to avoid shortterm madness.

While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

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.

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.

Tome of Clear Thoughts very_rare CCC-BMG-38 HULB 3-2 Dead Canaries Show
Notes:

Wondrous item, very rare
This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

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.

Skeggox (Battleaxe +3) very_rare DDAL05-09 Durlag’s Tomb Show
Notes:

Weapon (battleaxe), very rare
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants.

You have a +3 bonus to attack and damage rolls made with this weapon.

As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.

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.

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.)

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.