Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Arcane Grimoire +1 uncommon Purchase Log Show
Notes:

Wondrous Item, uncommon (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Arcane Grimoire, +3 very_rare Trade Log Show
Notes:

Wondrous Item, very rare (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Battle Standard of Infernal Power very_rare Purchase Log Show
Notes:

Wondrous Item, very rare (requires attunement)
This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.

Blessing of Protection unique Reward As If You Have Been A Player: DDHC-KGV-CH-13 Fire and Darkness Show
Notes:

Supernatural gift (blessing)
You gain a +1 bonus to AC and saving throws.

Bowl of Commanding Water Elementals rare Trade Log Show
Notes:

Wondrous Item, rare

This silver bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. It is ringed with Infernal script and inlaid with rubies. When filled with water from the River Styx, it can conjure a water elemental that can carry other creatures safely through the waters of the Styx.

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn (or until 24 hours have passed on planes with no dawn).

Brazier of commanding fire elementals rare G Trade Log Show
Notes:

Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn.
The brazier weighs 5 pounds.

Censer of Controlling Air Elementals rare Trade Log Show
Notes:

Wondrous Item, rare
While incense is burning in this censer, you can use an action to speak the censer's Command Word and summon an Air Elemental, as if you had cast the Conjure Elemental spell. The censer can't be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

Cloak of Many Fashions common Service Reward: Common/Uncommon Show
Notes:

Wondrous Item, common
While wearing this cloak, you can take 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.

Having been pursued by royal guards and hags, the cloak has the Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

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 outfit 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.

Cube of Summoning common Trade Log 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

Dragon Scale Mail (Silver) very_rare Trade Log Show
Notes:

Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn.

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Enduring Spellbook common Trade Log 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.

Euryale’s Aegis legendary Service Reward: Euryale’s Aegis Show
Notes:

Armor (shield), legendary (requires attunement)
This gleaming brass shield bears a relief of the legendary medusa druid Euryale.

While wielding this shield, you gain the following benefits:

Blessing of Euryale. You have resistance to poison damage and are immune to the petrified condition.

Petrifying Heraldry. As a bonus action, you can make the front of the shield flare with a medusa’s petrifying magic, causing the relief’s eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone. The restrained creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature has the petrified condition for 24 hours. On a successful save, the restrained condition ends. Once this bonus action is used, it can’t be used again until the next dawn.

Spellcasting. While wielding the shield, you can use an action to cast one of the following spells from it: Lesser Restoration, Locate Creature, Transport via Plants. Once you use the shield to cast a spell, the shield can’t cast that spell again until the next dawn.

Midnight Phaeton's Horn (Dagger +3) very_rare CCC-ODFC02-03 Night's Bright Dawning Show
Notes:

Weapon (Dagger), 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).

Orb of Time common CCC-ODFC02-03 Night's Bright Dawning Show
Notes:

Wondrous Item, common
This orb can be used as an Arcane Focus.

While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.

Planecaller’s Codex rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement by a wizard)
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.

Ring of Telekinesis very_rare Reward As If You Have Been A Player: DDHC-KGV-CH-13 Fire and Darkness Show
Notes:

Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.

Robe of Stars very_rare Service Reward: Robe of Stars Show
Notes:

Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Robe of Stars very_rare Trade Log Show
Notes:

Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Sage’s Signet (Hart) very_rare Trade Log Show
Notes:

Ring, very rare (requires attunement by a Spellcaster)
This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn.

While wearing the Sage’s Signet, you can cast Aura of Vitality and Mass Cure Wounds once each from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn.