Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Ring of Necrotic Resistance rare DDHC-TYP Tomb of Horror Show
Notes:

Ring, rare
You have resistance to necrotic damage while wearing this jet ring.

Ring of Fire Resistance rare DDHC-TYP Tomb of Horror Show
Notes:

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

Ring of Feather Falling rare Service Reward: Ring of Feather Falling Show
Notes:

Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Orb of Time [Crafted] 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.

Orb of Direction [Crafted] common CCC-BMG-38 HULB 3-2 Dead Canaries 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.

Necklace of Prayer Beads rare TYP Ch.4 White Plume Mountain 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 | Branding Smite
19 | Summons | Planar Ally
20 | Wind walking | Wind Walk

Beads in this Prayer Beads (rolls: 2, 2, 8, 10, 16, 17)
• 5 x Curing
• 1 x Favor

Moon-Touched Sword (Rapier) common CCC-GAD02-01 The Monster Within Show
Notes:

Weapon (rapier), common
This silver blade is forged to resemble a long tentacle that twists out to a sharp point.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Mithral Armor (Chainmail) uncommon Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express Show
Notes:

Armor (chain mail), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

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

Weapon (Pike), 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).

Manual of Quickness of Action very_rare DDHC-TYP Tomb of Horror 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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

Manual of Bodily Health very_rare CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge Show
Notes:

Wondrous item, very rare
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner.

This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Mace of Smiting common DDAL07-06 Fester and Burn Show
Notes:

Weapon (mace), rare
The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

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.)

Javelin of Backbiting very_rare DDHC-TYP Tomb of Horror Show
Notes:

Weapon (javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.

Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Instrument of the Bards (Cli Lyre) rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary 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 use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. Once the instrument 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.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Half Plate Armor of Gleaming [Crafted] common Bastion Turn Show
Notes:

Armor (half plate), common
This armor never gets dirty.

Goggles of Night uncommon TYP Ch.4 White Plume Mountain Show
Notes:

Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Glaive +3 very_rare Trade Log Show
Notes:

Weapon (glaive), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.

Glaive, +2 rare Service Reward: Repeatable Reward Show
Notes:

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

Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Glaive, +1 uncommon Purchase Log Show
Notes:

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

Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.