Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Winged boots (U,A) uncommon CCC-SEA-01-02 Oh, Not the Bees! CCC-SEA-01-02 Oh, Not the Bees! Show
Notes:

Wondrous Item, uncommon (requires attunement)

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.

The remaining bees are bound onto a pair of footwear, creating a pair of Winged Boots.

Wand of Lightning Bolts (R-A) rare DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs Show
Notes:

Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)

This black wand is decorated with symbols of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time it is used.

This wand has 7 charges and requires attunement by a spellcaster. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. One a 1, the wand crumbles into ashes and is destroyed.

Thayvian Mantle of Spell Resistance (R,A) rare CCC-ST2-1 Red War: Embassy of Evil CCC-ST2-1 Red War: Embassy of Evil Show
Notes:

Wondrous item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.

This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so.

Talking Doll (C,A) common WBW-DC-CONMAR-11 Serenade of Sandy Shore WBW-DC-CONMAR-11 Serenade of Sandy Shore Show
Notes:

Talking Doll
Wondrous Item, common (requires attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

The doll looks like a small pirate with a black eyepatch with a clover woven into it.

Stone of Good Luck (U,A) uncommon TYP Ch.4 White Plume Mountain TYP Ch.4 White Plume Mountain Show
Notes:

Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Soul coin (U) uncommon DDAL09-04 Day of the Devil DDAL09-04 Day of the Devil Show
Notes:

Soul Coin
Wondrous item, uncommon

Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.

Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.

Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Shortsword +1 (U) uncommon DDHC-KGV-08 Vidorant's Vault DDHC-KGV-08 Vidorant's Vault Show
Shield +1 (U) uncommon DDHC-TYP Ch.2 The Forge of Fury DDHC-TYP Ch.2 The Forge of Fury Show
Scale mail +1 (U) uncommon DDHC-KGV-08 Vidorant's Vault DDHC-KGV-08 Vidorant's Vault Show
Ring of Spell Storing (R,A) rare TYP Ch.4 White Plume Mountain TYP Ch.4 White Plume Mountain Show
Notes:

Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Ring of Resistance (Fire) (R-A) rare DDAL08-08 Crypt of the Dark Kiss DDAL08-08 Crypt of the Dark Kiss Show
Notes:

Ring of Resistance (Fire)
Ring, rare (requires attunement)

This simple ring of twisted brass wire is warm to the touch.

You have resistance to fire damage type while wearing this ring.

Ring of Protection (R,A) rare TYP Ch.4 White Plume Mountain TYP Ch.4 White Plume Mountain Show
Notes:

Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Jumping (U,A) uncommon Trade Primus/BladelockJoe Trade Log Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus Action at will, but can target only yourself when you do so.

Prosthetic Limb/leg (Made of Wood) (C) common WBW-DC-MPOP-01 Out on a Limb WBW-DC-MPOP-01 Out on a Limb Show
Notes:

Prosthetic Limb (Made of Wood)
Wondrous Item, common

This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.

Source T.C.E

Piwafwi (Cloak of Elvenkind) (U-A) uncommon DDHC-DMM Dungeon of the Mad Mage fl 10/trade Lyria Trade Log Show
Notes:

Piwafwi (Cloak of Elvenkind)
Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. The piwafwi loses its magic if exposed to sunlight for 1 hour without interruption.

Orb of direction (C) common FR-DC-ONI-02 Battlefield Blooms FR-DC-ONI-02 Battlefield Blooms Show
Notes:

While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.

Moon-touched shortsword (C) common DC-PoA-CONMAR-09 That's a lot of Kobolds DC-PoA-CONMAR-09 That's a lot of Kobolds Show
Notes:

Weapon, common

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

This item is found in the Xanathar's Guide to Everything.

This Shortsword have a smaller than usual handle, making it harder to grib, but easier to draw.

Masquerade Tattoo (C,A) common DC-PoA-CONMAR-02 Put That Thing Right Back DC-PoA-CONMAR-02 Put That Thing Right Back Show
Notes:

wondrous item (tattoo), common (requires attunement), ,

Value/Weight:

Details:
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink.
As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self.
As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

Mantle of Spell Resistance (R,A) rare WBW-DC-CONMAR-11 Serenade of Sandy Shore WBW-DC-CONMAR-11 Serenade of Sandy Shore Show
Notes:

Mantle of Spell Resistance
Wondrous Item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.

The cloak is forest green with a golden clover woven into it. The golden treads glow when a spell is targeting the character wearing the cloak.

Mace of Smiting (R) rare DDAL08-07 Into the Dark DDAL08-07 Into the Dark Show
Notes:

Mace of Smiting
Weapon (mace), Rare

This head of the mace of smiting features an angry dwarven face. The ghost of Reizzlerum Caskview still maintains a connection to the weapon, causing the owner to gain an unending thirst for good ale. As the owner becomes intoxicated, the face on the mace shifts to appear more drunkenly joyful. The longer the owner goes without a drink, the angrier the face appears.

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 any extra 14 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.