Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Ioun Stone of Insight very_rare DDEP3 Blood Above, Blood Below Show
Notes:

This incandescent blue sphere glows with an unearthly white light as it orbits your head, casting odd shadows all around you. To those nearby, these shadows sometimes seem to take on nefarious shapes or perform undesirable things. A description of this item can be found in the Dungeon Master’s Guide.

☐ Lathai’s Saddle uncommon DDAL-EB-03 Where the Dead Wait Show
Notes:

Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you.
This item functions as a saddle of the cavalier (see the Dungeon Master’s Guide).

☐ Leviathan Scale (Waterborne Elemental Essence Shard: Water) rare SJ-DC-MONSTER-02 Leviathan Show
Notes:

“The teardrop shard glistens with the colors of the sea and glows faintly in moonlight.”

☐ Mace of Terror rare DDHC-KGV-13 Fire and Darkness Show
🗹 Manual of Quickness of Action very_rare CCC-BMG-37 Weakness of Rock Show
Notes:

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

☐ Mariner’s Armor (Scale Mail) uncommon Additonal Item due to Service Awards Show
Notes:

Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail) (see the Dungeon Master’s Guide).

☐ Naerth’s Planar Compass (Amulet of the Planes) very_rare DDHC-TYP Tales from the Yawning Portal: Against the Giants: Fortress of the Fire Giant King Show
Notes:

A tethered compass made of string, wood shavings, and dried mushrooms with a center of brass, this item spins wildly when within 60 feet of a gate or portal to another plane.
This item functions as an amulet of the planes (see the Dungeon Master’s Guide).

🎕 Necklace of Fireballs (4 beads) uncommon DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Nereid Shawl (Cloak of the Manta Ray) uncommon Played Streamed Game: CCC-BMG-13 PHLAN1-1 Sepulture Show
Notes:

The last vestige of a dying nereid, this delicate, white shawl made of shimmering seafoam is weightless when worn.
When underwater, you always know which direction the surface lies.
This item functions as a cloak of the manta ray (see the Dungeon Master’s Guide).

☐ Opal of the Ild Rune rare DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

☐ Orb of the Stein Rune rare DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)
This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is on your person.
Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all check and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can't be petrified.
Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Stone. You can transfer the opal's magic to a nonmagical item--a weapon or suit of armor--by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the run appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is not a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.

☐ Pennant of the Vind Rune very_rare DDAL05-15 Reclamation Show
Notes:

Wondrous item, very rare (requires attunement)
This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The Vind (wind) rune appears on its surface, looking almost like a cloud.
Wind Step. As an action, you can fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft.
Comforting Wind. You cannot suffocate.
Wind's Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Wind. You can transfer the pennant’s magic to a nonmagical item—suit of armor, a pair of boots, or a cloak—by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
* Armor. The armor is now an uncommon magic item that requires attunement. You can a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on stealth checks, it no longer does so.
* Boots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.

☐ Phoenix Tear (Elemental Essence Shard: Fire) rare SJ-DC-MONSTER-01 Phoenix Show
Notes:

Wondrous Item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use this property.
Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.

“The shard shimmer in prismatic fire and glows faintly in darkness; an ethereal song of the phoenix echoes if you listen closely ”
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. 

☐ Pixie Winged Boots uncommon Played Streamed Game: DDAL00-03 Those That Came Before Show
Notes:

These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels.
This item functions as winged boots (see the Dungeon Master’s Guide).

☐ Quiver of the Centaurs (Quiver of Ehlonna) uncommon Additonal Item due to Service Awards Show
Notes:

Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives you advantage on social interaction checks to improve the attitude of centaurs.
This item functions as a quiver of Ehlonna (see the Dungeon Master’s Guide).

☐ Ring of Acid Resistance rare DDHC-BP:GotG-GotSF Giants of the Star Forge Show
☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
Notes:

Healing Word, Heroism, Plant Growth

☐ Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show