Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Pistol +1 uncommon DM-Rewards Show
Notes:

+1 Pistol
Weapon, range
Firearm, renaissance, martial weapon

250 gp, 3 lb. 1d10 piercing - ammunition (30/90 ft.), loading

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to

+2 Whip rare DM-Rewards Show
Eyes of Minute Seeing uncommon Trade Log Show
Notes:

Eyes of Minute Seeing
Wondrous item, uncommon
Minor tier
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Circlet of Blasting common CCC-GHCBK1-06 Legacy and Virtue Show
Notes:

Circlet of Blasting
Wondrous item, uncommon, Table F
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Brooch of Shielding common SJ-DC-SUS-01 Starship Under Siege Show
Notes:

Brooch of Shielding
Wondrous item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item is found in the Dungeon Master’s Guide.

This brooch is shape like a little kobold wearing a fish suit, when pinned to the chest it allows its wearer to speak Draconic.

Gloves of Thievery uncommon DM-Log Show
Winged Boots uncommon DM-Log Show
Hat of Wizardry common SJ-DC-KEEP- Kandlekeep Rekonstruktion Show
Notes:

Hat of Wizardry
Wondrous Item, common (requires attunement by a wizard)

While you are wearing this item, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

Elemental Essence Shard (Water) rare SJ-DC-KEEP- Kandlekeep Rekonstruktion Show
Notes:

Elemental Essence Shard (Water)
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.

Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.

Waterborne (Minor Property). This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

This prism-shaped shard has a single water drop from the elemental plane of water itself. It douses the most powerful of the flames.

Half Plate Armor +1 rare CCC-TRI-06 Haggard Heroes Show
Notes:

Half Plate Armor +1
Armor (medium), rare

You have a +1 bonus to AC while wearing this armor.
Half Plate. Made from the frozen bones of Auntie Olma’s old coven, this half plate looks to be made from sheets of iron until examined closely. While wearing this armor, it lowers your body temperature to just above freezing with no ill effects, and the voices of the dead hags fill your mind with taunts and harassment

Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.

AC: 16 + Dex modifier (max 2)
Stealth: Disadvantage
Weight: 40

The Mind Fortress (ring of mind shielding) uncommon CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Ligh Show
Notes:

The Mind Fortress (ring of mind shielding)
Wondrous item, uncommon, table C

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.

Flavour:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.

The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.

However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.This item can be found in the Dungeon Master’s Guide.