Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ Pipe of Smoke Monsters common WBW-DC-AUG-01 Last Hour Show
Notes:

Guardian
The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

🗹 Maestro's Power (+3 Bloodwell Vial) very_rare WBW-DC-AUG-01 Last Hour Show
Notes:

This crystal vial is filled with bright red liquid and can't be opened while your attunement to it lasts. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5
sorcery points. This property of the vial can't be used again until the next dawn.
Owning this vial grants you a tiny portion of control as a guardian of Sersa. The level of the red liquid inside indicates if all is well with Maestro’s guardianship.

You can shake the bottle and see the tiny form of the efreeti Assai bobbing in the red liquid. He is not pleased.

☐ Ring of the Ram rare CCC-TRI-08 Dreadful Wail Show
Notes:

Ring, Rare, Requires Attunement
This ring is made from the bones and crystallized fog left from the spellplagued leviathan, Aipelon. When activated, a whale’s head emerges rather than a ram, and its cry of pain and anger fills the user’s ears with each use.
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

🗹 Bag of Devouring very_rare CCC-FC3-03 Tales of Estirwald: The Fun House Show
Notes:

Wondrous Item, very rare

This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past. The emblems are made of precious metals and gems in the shape of Ambledragon’s crest. It signifies that you have proven your worth to Ambledragon. As such, you gain advantage on all Charisma Persuasion and Intimidation checks while in the Estirwald region and it is on display.

☐ Tentacle Rod rare DDEP-DRW01 Assault on Myth Nantar Show
☐ Absorbing Tatto (Cold) common Trade Log Show
☐ Absorbing Tatto (Poison) rare Trade Log Show
🗵 Chronostat of Precision (Clockwork Amulet) common CCC-GAD-01-03 Caught In Time Show
Notes:

This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so you can avoid the chaos of everyday life. It even comes with seventeen multi tool combinations for your everyday needs.

🗹 Prospector’s Chronoglass (Periapt of Proof Against Poison) rare CCC-GAD-01-03 Caught In Time Show
Notes:

This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

☐ Miltiades' Shield very_rare CCC-BMG-13 PHLAN1-1 Sepulture Show
Notes:

This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience.

☐ Dragontooth Amulet (Wakened Scaled Ornament [White]) very_rare PO-BMG-DRWEP-KS-01 The Siege of Mulsantir Show
Notes:

This ornament comes from the White Dragon Lodge, one of the oldest and largest lodges in Rashemen. This white dragon’s tooth has been fitted onto a necklace, and remains razor sharp.

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.
You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.
When you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn.
This item cannot gain or lose power or change states.

☐ Rashemi Hot Stone (Thermal Cube) common PO-BMG-DRWEP-KS-01 The Siege of Mulsantir Show
Notes:

Rashemen is a land of bitterly cold winters and short, cool summers. Those outsiders who are actually welcomed to stay in Rashemen are given hot stones. These smooth stones come from hot springs and are enchanted by the vremyonni to retain heat.

This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).

☐ Bow of Icy Lamentations (Temperate Bow of Melody) very_rare FR-DC-FALL-01 Cathedral of Ice Show
🏲 Blessing of Wound Closure unique FR-DC-FALL-01 Cathedral of Ice Show
🗵 Mystery Key common FR-DC-FALL-01 Cathedral of Ice Show
🗹 Gray Robes of the Archmagi legendary Purchase Log Show
🗹 Manual of Bodily Health common Purchase Log Show
🗹 Tome of Leadership and Influence very_rare CCC-ROZK-0102 Zhentarim’s Lament Show
🗹 Manual of Quickness of Action very_rare Purchase Log Show
🏲 Szass Tam’s Arcane Essence (Boon of High Magic) unique DDEP00-01 The Red War Show
Notes:

You have wrested away part of Szass Tam’s essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Master’s Guide under the entry for Boon of High Magic.