Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Amethyst Dragon's Wrath Longbow (Stirring) rare Trade Log Show
Notes:

Weapon (longbow), rare (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.

Armor of Necrotic Resistance, Half Plate rare Service Reward: Armor of resistance (Necrotic) (Half Plate) Show
Notes:

Armor (half plate), rare (requires attunement)
You have resistance to necrotic damage while you wear this armor.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Armor of Resistance (Radiant) (Half Plate) rare Service Reward: Armor of Resistance (Radiant) (Half Plate) Show
Notes:

Armor (Half Plate), rare (requires attunement)
You have resistance to radiant damage while you wear this armor.

Boomerang Shield uncommon Trade Log Show
Notes:

Armor (shield), uncommon (requires attunement)
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

Bracers of Archery uncommon DDEP10-01 Terror in Ten Towns Show
Notes:

Wondrous Item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Bracers of Defence rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Bregrist / Slicer (Scimitar of Speed) very_rare Earned through a Greeater Fey Pact with Lord Trey WBW-DC-TREY-01 Mistress Taken! Show
Notes:

Weapon (scimitar), very rare (requires attunement)
This is the famed scimitar ‘Bregrist’. (also known as ‘Slicer’) Anyone who speaks Elvish will know that Bregrist translates to ‘quick cut’ in Common,) Bregrist is a Scimitar of Speed.
The scimitar is superbly crafted, and clearly made by an extremely skilled elven maker. The blade is finely honed and edged in silver. It is also inlaid with silver stylized vines running the length of the blade, spelling out the name in Elvish.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

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

Earned through a Greeater Fey Pact with Lord Trey

Brooch of Shielding uncommon DDAL05-03 Uninvited Guests Show
Notes:

Wondrous Item, uncommon (requires attunement)
This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were.
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Cloak of Displacement rare DDAL05-05 A Dish Best Served Cold Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Clockwork Amulet common CCC-NBDD01-02 Where Can She Be Show
Notes:

Wondrous Item, Common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

Clothes of Mending common Service Reward: Common or 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.
Temperate: The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

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.

Dagger of Venom rare DDAL05-17 Hartkiller’s Horn Show
Notes:

Weapon (dagger), rare
The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Faerie dragon’s favor rare Service Reward: Faerie Dragon’s Favor Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak appears as scintillating faerie dragon winds. While wearing this cloak, you understand written and spoken Draconic.
You have advantage on saving throws against spells while you wear this cloak.

Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast Show
Notes:

Wondrous Item, uncommon (requires attunement)
These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Harp of Gilded Plenty legendary Service Reward: Harp of Gilded Plenty Show
Notes:

Wondrous Item, legendary (requires attunement)
This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself.

Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma (Performance) check or a DC 20 Charisma (Persuasion) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can’t attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you.

Stalwart Song. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10.

Feast of Plenty. If you spend 10 minutes playing the harp, you can cast the heroes’ feast spell from it. Once this property is used, it can’t be used again until 1d10 + 10 days have passed.

Soothing Melody. As an action, you can use the harp to cast the calm emotions spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain concentration on the spell. This property can be used five times, and it regains all uses at dawn.

Sentience. The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and darkvision to a range of 120 feet.

The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it.

The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height.

Hat of Disguise uncommon CCC-NBDD01-02 Where Can She Be Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)
This hat of disguise, in its normal appearance, looks like a large red hat with a long brim that seems to be constantly flowing in a breeze. It's activated by pulling the brim down to cover at least one eye and smirking confidently.
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.

Headband of Intellect uncommon DDAL05-16 Parnast Under Siege Show
Notes:

Wondrous Item, uncommon (requires attunement)
Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.

Instrument of Scribing common DC-PoA-CONMAR-13 Finding Harthin Show
Notes:

Wondrous item, common (requires attunement)
This instrument is a flute made of whale bone.
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.

Ioun Stone of Protection rare DDAL00-11d The Love Triangle Contract (Pipyap's Guide) Show
Notes:

Wondrous Item, rare (requires attunement)
Made from a chunk of Malbolgian rock, the owner can command it to ignite with hell fire as an action. The fire is as bright as a torch and ignites flammable objects. While ignited the stone radiates evil.

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head.