Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+1 Wand of the War Mage uncommon Trade Log Show
Notes:

Wand, varies (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

uncommon (+1)

Ilmater’s Bleeding Heart uncommon CCC-GHC-BK1-08 The Hunt for Cutter Jack Show
Notes:

(Periapt of Wound Closure)
Tier 1, Table F
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.

Instrument of Illusions - common common DDHC00-DoIP Dragon of Icespire Peak - Session 9: Dragon Barrow Show
Notes:

Instrument of Illusions
Wondrous item, common (requires attunement)

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Necklace of Fireballs rare DDHC00-DoIP Dragon of Icespire Peak - Session 9: Dragon Barrow Show
Notes:

Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.