Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Lea Toy ( Talking Doll with Key Property ) common SJ-DC-ROTU-06 Return of the Unknown Show
Notes:

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.

This toy is the mini version of Leah and has the key property which can be used to unlock Leah’s window anytime. When it is night time and the character touches it, the toy whispers in a seductive voice saying, “Come home soon.”

Headband of Intellect common Trade Log Show
Notes:

Item Flavor: This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city.

Storm Goblet ( Tankard of Sobriety w/ Giant Language ) common SJ-DC-Wine-01 Thunderstorms and Wine Show
Notes:

An intricate goblet forged from a lightning-struck meteor and etched with giant runes and the symbol of Quintessence, a purple lighting bolt. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. Language. The bearer can speak and understand the Giant language while the item is on the bearer’s person.

Staff of Power common DDHC-TYP Tales from the Yawning Portal Tomb of Horrors Show
Mithril Chain Shirt common DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom Show
Notes:

Vanrak Moonstar's ancient mithral armor (chain shirt) has the additional property of granting its wearer darkvision out to a range of 60 feet.

Chest of Preserving common DDHC-DMM Dungeon of the Mad Mage Level 10 : Muiral's Gauntlet ( T3 ) Show
Clockwork Amulet common Trade Log Show
Decanter of Endless Water uncommon Trade Log Show
Notes:

Decanter of Endless Water
Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

"Stream" produces 1 gallon of water
"Fountain" produces 5 gallons of water
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Goggles of Night uncommon Trade Log Show
Instrument of the Bards, Doss Lute uncommon Trade Log Show
Notes:

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Piwafwi - Cloak of Elvenkind uncommon DDHC-DMM Dungeon of the Mad Mage Level 10 : Muiral's Gauntlet ( T3 ) Show
Bag of Holding uncommon Trade Log Show
Feywild Shard uncommon Trade Log Show
Notes:

This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. 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.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn.

Lightbringer uncommon Trade Log Show
Lucius' Scientist Robe ( Cloak of the Manta Ray ) uncommon Trade Log Show
Notes:

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
"These white robes will shift and disguise its wearer as a sea creature when immersed in water"

Amulet of Health rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet.
It has no effect on you if your Constitution is already 19 or
higher without it. This item is found on Magic Item Table
G in the Dungeon Master’s Guide.
An electrum pendant in the shape of an eye surrounded
by grasping tentacles hangs from a mithril chain. You
have the feeling you are being watched whenever you
were this amulet

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

The hilt is carved to resemble a bronze dragon with its wings spread and its mouth agape. This sun blade 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.

Cloak of the Bat rare DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom Show
Ring of Protection rare DDHC-TYP Tales from the Yawning Portal Tomb of Horrors Show
Staff of Healing ( Driftwood Staff ) rare CCC-DES-01-02 - A Sanity Never Questioned Show
Notes:

This 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 and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 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 vanishes in a flash of light, lost forever.

Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.

Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Unlocked Magic Items