Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wand of Secrets common DDHC-COS Curse of Strahd Ch. 13 Amber Temple Show
Notes:

Wand, uncommon
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.

Tome of Understanding very_rare DDHC-COS Curse of Strahd Ch. 13 Amber Temple Show
Notes:

Wondrous Item, very rare
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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Staff of Frost very_rare DDHC-COS Curse of Strahd Ch. 13 Amber Temple Show
Notes:

Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Cold damage while you hold this staff.

Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge | Cost
Cone of Cold | 5
Fog Cloud | 1
Ice Storm | 4
Wall of Ice | 4

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.

Spider Staff rare Service Reward: Spider Staff Show
Notes:

Staff, rare (requires attunement by a Bard, Sorcerer, Warlock, or Wizard)
The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack.

Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges; spell save DC 15).

The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Silvered Spear common DDHC-DD-06 The Forbidden Vale Show
Notes:

Weapon (spear), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Silvered Rapier common DDHC-COS Curse of Strahd Ch. 13 Amber Temple Show
Notes:

Weapon (rapier), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Shark Tooth Necklace (Necklace of Prayer Beads) common FR-DC-VECNA-01 Three Body Problem Show
Notes:

Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
“A glowing green stone, surrounded by six large sharp razor shark teeth.”
This necklace has 1d4 + 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 by rolling on the table below. 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.

This necklace has the following beads: 1 Bead of Blessing, Bead of Curing, Bead of Favor, Bead of Smiting, Bead of Summons, and Bead of Wind Walking.

Language Minor Property: The bearer can speak and understand a language of sharks and Sahuagin while the item is on the bearer's person.

Ring of Fire Resistance rare Trade Log Show
Notes:

Ring, rare
You have resistance to fire damage while wearing this garnet ring.

Periapt of Health uncommon DDHC-DD-06 The Forbidden Vale Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Mystery Key (Neverdeath Crypt Key) common FR-DC-VECNA-02 Eldritch Eye Wide Shut Show
Notes:

Wondrous Item, common
Etched and molded from dark crystals of dakr purple, the skeleton-style key features the letter "V" etched on it's handle.
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.

Language Minor Property: The bearer can speak and understand the language Elvish while the item is on the bearer's person.

Illuminator's Tattoo common WBW-DC-CONMAR-04 A Pleasure Cruise Show
Notes:

Wondrous item (tattoo), common (requires attunement)
This tattoo appears as a four-leaf clover and will give the bearer a feeling of optimism about what the future holds. An illusion of a tiny leprechaun will appear sitting on their shoulder when the character is using the tattoo for writing.

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the Attunement process. When the Attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your Attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an Ink pen that never runs out of ink.

As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes Invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the Invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.

Horn of Blasting rare DDHC-DD-06 The Forbidden Vale Show
Notes:

Wondrous Item, rare
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.

Greatsword of Vengeance uncommon DDHC-DD-06 The Forbidden Vale Show
Notes:

Weapon (greatsword), uncommon (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.

Eyes of the Eagle uncommon CCC-Shiny-02 An Open Secret Show
Notes:

Wondrous Item, uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
The lenses, which are tinted blue, are affixed in a set of leather goggles, the double breaking waves of Umberlee worked into the leather on either side of the crystals.

Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

16 T1 TP

Enduring Spellbook common Service Reward: Common/Uncommon Show
Notes:

Wondrous Item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
This spellbook contains the following spells when found: detect magic, magic missile, shield, thunderwave
Language. The bearer can speak and understand primordial while the item is on the bearer’s person.

Dryad Cloak (Cloak of Protection) uncommon DDAL00-02{a} Lost Tales of Myth Drannor - The Darkwood Webs Show
Notes:

Wondrous Item, uncommon (requires attunement)
*This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. *

You gain a + 1 bonus to AC and saving throws while you wear this cloak.

Table: F
Price: 16 tier 1 Treasure Points

Dragon’s Wrath Weapon (Quarterstaff) (Stirring) (Red) rare Trade Log Show
Notes:

Weapon (Battleaxe), Rarity Varies (Requires Attunement)
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.

Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.

Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.

Doss Lute uncommon DDHC-DD-06 The Forbidden Vale Show
Notes:

Wondrous Item, uncommon (requires attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

Dagger of Blindsight rare Trade Log Show
Notes:

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

Cube of Summoning rare DDHC-DD-06 The Forbidden Vale Show
Notes:

Wondrous Item, rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened.

Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.

Once the cube summons a creature, the cube can’t do so again until the next dawn.

Cube of Summoning
1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey