Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Longsword +1 uncommon DDHC-PotA Princes of the Apocalypse Show
Notes:

A +1 longsword made of dragon bone and with a dragon-leather grip. It has rubies in its pommel and hilt. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon.

☐ Lor'shon va'Na'eel (Rod of Absorption) very_rare DDAL00-02e Lost Tales of Myth Drannor: Forgotten Foes Show
Notes:

Wondrous Item, very rare (requires attunement by a wizard)
The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. This item can be found in the Dungeon Master’s Guide

☐ Mace of Terror rare DDHC-KfgV-13 Fire and Darkness Show
☐ Mariner's Armor uncommon DDHC-PotA Princes of the Apocalypse Show
☐ Necklace of Prayer Beads rare DDHC-PotA Princes of the Apocalypse Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has four 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.

To use a bead, 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 of Blessing: Bless
Bead of Curing: Cure Wounds (2nd level) or Lesser Restoration
Bead of Summons: Planar Ally
Bead of Wind Walking: Wind Walk

🗹 Necklace of Prayer Beads rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Notes:

Summons, Favor x2, Cuing x2, Blessing

☐ Pearl of Power uncommon DDHC-PotA Princes of the Apocalypse Show
☐ Ring of Swimming uncommon DDHC-PotA Princes of the Apocalypse Show
☐ Scimitar +1 uncommon DDHC-PotA Princes of the Apocalypse Show
☐ Scimitar +3 very_rare DDEP06-02 Return to White Plume Show
Notes:

Formerly owned by an efreeti, the sword glows with a dull red if a marid is within 60 feet.

☐ Seeker Dart uncommon DDHC-PotA Princes of the Apocalypse Show
Notes:

Weapon (dart), uncommon
This small dart is decorated with designs like windy spirals that span the length of its shaft.
When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.
When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart.

🗹 Shield +1 uncommon DDHC-PotA Princes of the Apocalypse Show
Notes:

A shield +1 with a sprocket on its front that slowly turns clockwise, making one rotation per hour.

☐ Spellguard Shield common CCC-ROZK-0103 Necromancer’s Ascent Show
Notes:

This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.

☐ Tentacle Rod rare DDHC-PotA Princes of the Apocalypse Show
🗹 Tome of Leadership and Influence common CCC-ROZK-0102 Zhentarim’s Lament Show
☐ Trident of Fish Command uncommon DDHC-PotA Princes of the Apocalypse Show
☐ Wand of Fear rare DDHC-PotA Princes of the Apocalypse Show
☐ Wand of the War Mage +2 common CCC-ROZK-0101 Binder’s Torment Show
Notes:

This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.