Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
🗹 Robe of the Archmagi (White) legendary Blue Dragon Hoard 1 I 63 DDHC-SKT Storm King’s Thunder Show
🗹 Bracers of Defense rare CCC-BMG-17 ELM1-2 The Lost Sanctum Show
Notes:

Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.

🗵 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.

🗵 Heward's Handy Spice Pouch common CCC-SEA-01-02 Oh, not the Bees! Show
Notes:

Wondrous item, common
This belt pouch appears empty and has 10 charges.
While holding the pouch, you can use an action to expend 1 of its charges: speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 charges daily at dawn.
This leather pouch is small and always slightly damp. In order for you to release the pinch of seasoning, you must say “BAM!” as loudly as possible. Otherwise, you are unable to let go of the seasoning.

🏲 Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🗵 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.

🗵 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.

🗵 Emerald of the War Mage (Ruby of the War Mage) common DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

🗹 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 × 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

☐ Dread Helm common CCC-BWM-003 A Tale of Two Towers Show
Notes:

This fearsome steel helm makes your eyes glow red while you wear it.

🗹 Rod of the Pact Keeper +3 very_rare Trade Log Show
🗹 Manual of Quickness of Action very_rare CCC-BMG-37 Weakness of Rock Show
🗹 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.

🗹 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 “Montague” 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.

☐ +1 Amulet of the Devout uncommon Purchase Log Show
☐ 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.

☐ 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.

🗹 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.

☐ 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.

☐ Daern's Instant Fortress very_rare CCC-DWB-GNA-1 Gallery of the Nightmare Artist Show
Notes:

This item has the appearance of black stone and anyone who knows of this item’s past with The Artist is likely to view it and its owner with suspicion