Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Pixie Winged Boots uncommon LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Service Award 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)

Snowy Horned Ferret Familiar (Reward) unique Purchase Log Show
Notes:

file:///C:/Users/alina/Downloads/GermanALEpicROF-SnowyHFerretF%20(1).pdf
This adorable creature makes a
great familiar.
It has the statistics of an almiraj

Harengon Spirit Club unique LN-1 Fuzzytail Farm And The Candygoat Massacre Show
Notes:

This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.

Wand of Web uncommon LN-1 Fuzzytail Farm And The Candygoat Massacre Show
Notes:

Wand, uncommon (requires attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

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 crumbles into ashes and is destroyed.

Googles of Night uncommon DDAL08-02 Beneath the City of the Dead Show
Notes:

Wondrous item, uncommon

These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. Wearing the goggles increases its range by 60 feet. This item is found on Magic Item Table B in the Dungeon Master’s Guide.

Heward’s Handy Haversack rare CCC-GOC 01-02 Cairns of Rot Show
Notes:

Wondrous Item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

The backpack is made from a well-worn, but supple, leather that seems centuries old.

The Night Queen’s Eyes uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

Once belonging to an archfey known as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night (see the Dungeon Master’s Guide).

Nereid Shawl uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants 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).

Ring of Telekinesis very_rare DDHC-CM Kandlekeep Dekonstruktion Show
Notes:

Ring of Telekinesis
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.

Quiver of the Centaurs uncommon DDHC-DMM Dungeon of the Mad Mage 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).

Lathai’s Saddle uncommon LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Service Award 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).

Mariner’s Armor (Scale Mail) uncommon LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre 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 itemfunctions as mariner’s armor (scale mail) (see the Dungeon Master’s Guide).

Faerie Dragon’s Favor rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

This cloak appears as scintillating faerie dragon winds. While wearing this cloak, you understand written and spoken Draconic. This item functions as if a mantle of spell resistance (see the Dungeon Master’s Guide).

Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.

Radiance uncommon DDHC-CM The Price of Beauty Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Heward rare CCC-AN-03 Winter Wonderland Show
Notes:

Wondrous item, rare

This haversack is made of red and white leather and has golden clasps. There are silver bells on the bag, but they only make noise on the night of the winter solstice. Those who hear the bells ringing are reminded of a happy moment from their childhood and experience the most peaceful and restful night of sleep they can ever remember having.

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Dwarven Thrower very_rare DDHC-DMM Dungeon of the Mad Mage Level 15: Obstacle Course Show
Notes:

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Cloak of the Bat rare DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom Show
Notes:

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Sun Blade rare DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom Show
Notes:

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.

Mace of Smiting rare DDHC-DMM Dungeon of the Mad Mage: Level 21: Terminus Level Show
Notes:

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.