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Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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
1 x Blessing
1 x Curing
1 x Favor
1 x Summons
1 x Wind Walking

Orb of Direction [Crafted] common Bastion Turn Show
Notes:

Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.

Pole of Collapsing common DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

Wondrous Item, Common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The poles weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Ring of Mind Shielding uncommon CCC-MTL-02 House of Revenance Show
Notes:

Ring, Uncommon (Requires Attunement)
This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly.

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Shield of Expression [Crafted] common Bastion Turn Show
Notes:

Armor (shield), common
The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face’s expression.

Staff of Birdcalls common DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's book, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Stone of Good Luck (Luckstone) uncommon Service Reward: Reward as Player Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Sword of Wounding rare Trade Log Show
Notes:

Weapon (any sword), rare (requires attunement)
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Vicious Scimitar rare Service Reward: Reward as Player Show
Notes:

Weapon (scimitar), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

Wand of Pyrotechnics common DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

Wand, Common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.