Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Enduring Spellbook (C) common Inherited Malevolence Character Creation Show
Notes:

This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.

This spellbook is coverd in a nimbus of harmless flames when opened.

Shield of Expression (C) common Cube CCC-GLIP-0102 Beneath Glip Dak Show
Notes:

The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.

Staff of Defense rare Ivaro Glassstaff Trade Log Show
Notes:

This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.

While holding the staff, you have a +1 bonus to your Armor Class.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Amulet of Health rare Mindflayer DDAL08-10 The Skull Square Murders Show
Notes:

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.

An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

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

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.

"Fat" Markoth's Cummerbund (Belt of Hill Giant Strength) rare Trade Log Show
Notes:

Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion.

Cloak of the Manta Ray uncommon DDHC00-GSM-06 - The Final Enemy Show
Notes:

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Chainmail +1 uncommon Trade Log Show
Notes:

You have a +1 bonus to AC while wearing this armor.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Staff of Power very_rare DDHC00-GSM-08 - The Styes Show
Notes:

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 roll but loses all other Properties. On a 20, the staff regain 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 x 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