Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wings of Flying rare DDHC-JRC-10 Shadow of the Sun Show
Notes:

cloak made of flawless white feathers with a single golden feather that would sit high on the wearer’s back. The cloak has the properties of wings of flying, and Artavazda explains that the golden feather is from the wing of Atash himself. Any Brightguard member will recognize the cloak’s wearer as a friend of the Sunweaver and Akharin Sangar.

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

Wind Fan uncommon DDHC-JRC-12 Buried Dynasty Show
Notes:

Wind Fan
Wondrous item, uncommon

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Way of the Dragon unique DDHC-JRC-12 Buried Dynasty Show
Notes:

Way of the Dragon. You are as elusive and free as the Dragon of Heavenly Blessings. This charm has 6 charges. As an action, you can expend 1 charge and gain one of the following benefits:
Difficult terrain doesn’t cost you extra movement until the end of your next long rest.
The next time you end your turn paralyzed or restrained, that condition ends on you. This benefit then ends.
After you expend a charge, you can’t do so again until you finish a long rest. Once all its charges have been expended, the charm vanishes from you.

Universal Solvent legendary DDHC-JRC-13 Orchids of the Invisible Mountains Show
Notes:

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.

Tan Bag of Tricks uncommon Trail of Destruction Show
Notes:

Wondrous item, uncommon

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

d8 Creature d8 Creature
1 Jackal 5 Black bear
2 Ape 6 Giant weasel
3 Baboon 7 Giant hyena
4 Axe beak 8 Tiger

Sun Blade rare DDHC-JRC-11 The Nightsea´s Succor Show
Notes:

Sun Blade
Weapon (longsword), rare (requires attunement)

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.

Stone of Good Luck uncommon DDHC-JRC-08 the Mists of Manivarsha Show
Stone of Good Luck uncommon White Plume Mountain Show
Stone of Controlling Earth Elementals rare Gold for Fools and Princes Show
Notes:

Stone of Controlling Earth Elementals
Wondrous item, rare

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds.

Staff of the Python uncommon DDHC-JRC-09 Between Tangled Roots Show
Notes:

Staff of the Python
Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Staff of Frost very_rare DDHC-JRC-11 The Nightsea´s Succor Show
Notes:

Staff of Frost
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Sovereign Glue legendary DDHC-JRC-13 Orchids of the Invisible Mountains Show
Notes:

Sovereign Glue
Wondrous item, legendary

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.

Slippers of Spider Climbing uncommon DDHC-JRC-12 Buried Dynasty Show
Notes:

Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Ring of Warmth uncommon Gold for Fools and Princes Show
Notes:

Ring of Warmth
Ring, uncommon (requires attunement)

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Ring of Spell Storing uncommon White Plume Mountain Show
Ring of Protection uncommon White Plume Mountain Show
Ring of Mind Shielding uncommon DDHC-JRC-04 Sins of Our Elders Show
Notes:

Ring of Mind Shielding
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.

Ring of Jumping uncommon DDHC-JRC-03 Fiend of Hollow Mine Show
Notes:

Ring of Jumping
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.

Potion of Longevity very_rare DDHC-JRC-12 Buried Dynasty Show
Notes:

Potion of Longevity
Potion, very rare

When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

Periapt of Health uncommon DDHC-JRC-03 Fiend of Hollow Mine Show
Notes:

Periapt of Health
Wondrous item, uncommon

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.