Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Vorpal Scimitar legendary DDAL-07-16 Pools of Cerulean Trade Log Show
Notes:

Martial Weapon, Melee Weapon, Major, Legendary (Requires Attunement)

Damage: 1d6 slashing
Properties: finesse, light

Weight: 3 lbs.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Flavour.

This blade now hums and vibrates with great energy, and slices through obstacles with the greatest of ease. If the sword does not claim the life of a sentient creature each day, you find that are easily angered and become frustrated by even the smallest obstacles.

Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Tome of Clear Thoughts very_rare DDHC-MORD-02 The Lich-Queen’s Begotten DDHC-MORD-02 The Lich-Queen’s Begotten Show
Notes:

This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Thermal Cube common DDHC-RotF Rime of the Frostmaiden - Caves of Hunger DDHC-RotF Rime of the Frostmaiden Show
Notes:

Wondrous item, common

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).

Studded Leather Armor +2 very_rare Assignment 14 Season 11b (CCC-TRI-23) Assignment 14 Season 11b Show
Notes:

Light armor, very rare

13 lb. AC 12 + Dex

You have a +2 bonus to AC while wearing this armor.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Staff of Withering rare DDHC-CM Alkazaar's Appendix DDHC-CM Alkazaar's Appendix Show
Notes:

Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Shortsword + 3 very_rare DDHC-TYP-White Plume Mountain Trade Log Show
Notes:

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Scimitar +3 very_rare DDHC-TOA-10 Ruins of Hisari DDHC-TOA-10 Ruins of Hisari Show
Notes:

Weapon, very rare

You have a +3 bonus to attack and damage rolls made with this weapon.

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

Wand, rare (requires attunement by a spellcaster)
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 Security very_rare DDAL00-01 Window to the Past DDAL00-01 Window to the Past Show
Notes:

This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier.

Ring of Telekinesis very_rare Trade Log Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Ring of Acid Resistance rare DDHC-CM Alkazaar's Appendix DDHC-CM Alkazaar's Appendix Show
Notes:

Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.

Rapier +2 rare DDHC-TYP Tales from the Yawning Portal -White Plume Mountain Trade Log Show
Platinum Scarf legendary PS-DC-TWW The Wishing Well PS-DC-TWW-00 - The Wishing Well Show
Notes:

Wondrous item, legendary (requires attunement)

This scarf is made of sturdy cloth and covered in platinum-colored scales.

As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:

Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.

Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.

Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.

Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.

This black scarf is made out of silk with interwoven leafs that can be plucked from it, these magic leafs seem to grow back after a day or so.

Pixie Winged Boots uncommon Service Reward Assignment 1 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).

Winged Boots
DMG, p214
Wondrous item, uncommon (requires attunement)
Major tier

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Periapt of Proof against Poison rare CCC-RCC-01-06 The Handfastening 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.

Longbow +2 rare DDHC-CM Alkazaar's Appendix DDHC-CM Alkazaar's Appendix Show
Longbow +1 (Renown Item) uncommon Renown Item, Level 5 Trade Log Show
Ioun Stone of Leadership very_rare DDHC-TOA-10 Ruins of Hisari DDHC-TOA-10 Ruins of Hisari Show
Notes:

Wondrous Item, very Rare (Requires Attunement)

Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Horn of Valhalla, Brass rare CCC-GAD02-03 Arena of Champions CCC-GAD02-03 Arena of Champions Show
Notes:

Wondrous item, rare
2 lb. You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard 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. A brass horn summons 3d4 + 3 berserkers. To use the brass horn, you must be proficient 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.

Horn of Blasting rare DDHC-CM Alkazaar's Appendix DDHC-CM Alkazaar's Appendix Show
Notes:

Wondrous item, rare

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.