Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
šŸ—µ Wand of Pyrotechnics common DDAL00-07 The Embers of Hate 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. This long, slender rod of black iron is tipped with a chunk of smoldering coal. It can be used like an ink pen, but traces scorched lines on paper instead of ink.

šŸ—¹ Tome of Leadership and Influence very_rare CCC-ROZK-0102 Zhentarim’s Lament Show
Notes:

The red leather that covers this tome is embossed with a smiling man with a third eye.

šŸ—¹ Staff of Power very_rare Trade Log Show
Notes:

Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 Ɨ the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin: Damage
10 ft. away or closer: 8 x the number of charges in the staff
11 to 20 ft. away: 6 x the number of charges in the staff
21 to 30 ft. away: 4 x the number of charges in the staff

☐ Shield +3 very_rare DDHC-DMM Dungeon of the Mad Mage: Level 23: Mad Wizard's Lair Show
Notes:

Iron spikes protrude from the shield’s edges, and a cracked orc skull is painted in black on its outer surface. This shield was crafted for Nimoar, a legendary human warlord who died in 936 DR. After his death, the shield disappeared from Nimoar’s Hold (a fortress that stood where Castle Waterdeep stands today), only to find its way to Undermountain.

☐ Shield +2 rare DDAL09-19 Fang and Claw Show
Notes:

While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
A shield is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Scarab of Protection legendary DDAL09-19 Fang and Claw Show
Notes:

Wondrous item, legendary (requires attunement)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

☐ Rooster (Wand of Wonder) rare DDAL00-03 Those That Came Before Show
Notes:

Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand.

šŸ—¹ Rod of the Pact Keeper +3 very_rare Trade Log Show
☐ Rod of the Pact Keeper +2 common DDAL09-20 Where Devils Fear to Tread Show
Notes:

This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.

☐ Rod of Lordly Might legendary DDHC-DMM Dungeon of the Mad Mage: Level 23: Mad Wizard's Lair Show
☐ Rod of Alertness very_rare DDAL00-03 Those That Came Before Show
Notes:

This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted.

šŸ—¹ Robe of the Archmagi (White) legendary Blue Dragon Hoard 1 I 63 DDHC-SKT Storm King’s Thunder Show
šŸ—¹ Periapt of Proof against Poison rare CCC-RCC-01-06 The Handfastening Show
Notes:

Wondrous item, rare, table G
This heavy leather cord contains a brilliant-cut emerald pendant. While you wear it, poisons have no effect on you.
You are immune to the poisoned condition and have immunity to poison damage.
This item can be found in the Dungeon Master’s Guide.

šŸ—µ Moon-touched Rapier of the Dark Tongue common CCC-UNITE-05 - House of Moonlight Show
Notes:

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. The bearer of this weapon can speak and understand Undercommon.

šŸ—µ Moon-Touched Greatsword common CCC-MTL-02 House of Revenance Show
Notes:

Weapon (greatsword), common
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.

šŸ—¹ Manual of Quickness of Action very_rare CCC-BMG-37 Weakness of Rock Show
šŸ—¹ Manual of Bodily Health very_rare CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge Show
Notes:

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 ā€œMontagueā€ has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.

☐ Ioun Stone of Insight very_rare DDHC-DMM Dungeon of the Mad Mage: Level 22 Shadowdusk Hold Show
☐ Ioun Stone of Greater Absorption legendary DDAL00-10 Trust and Understanding Show
☐ Horn of Valhalla (Brass) rare CCC-GAD-02-03 Arena of Champions Show
Notes:

Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points.
Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide.
This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.