Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
UC - Paper Bird uncommon DDHC-WDH Waterdeep: Dragon Heist - Chapter 1 Show
Notes:

Paper Bird
Wondrous item, uncommon

After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.

It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.

Paper birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment.

UC - Wand of Webs uncommon LN1: Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Wand, uncommon (requires Attunement by a spellcaster)

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges to cast the web spell (save DC 15) from it.

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

C - Wand of Pyrotechnics common DDHC-WDH-03 Blue Alley Show
Notes:

Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

UC - Wand of Secrets uncommon DDHC-WDH-03 Blue Alley Show
Notes:

Wand, uncommon
The wand has 3 Charges. While holding it. you can use an action to expend 1 of its Charges, and if a Secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended Charges daily at dawn.

C - Moon-Touched Longsword common DDHC-WDH-03 Blue Alley Show
Notes:

Longsword, 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.

UC - Lantern of Revealing common DDHC-WDH-03 Blue Alley Show
Notes:

Wondrous item, uncommon

While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible Creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

UC - Wand of Magic Missiles uncommon DDHC-WDH Waterdeep: Dragon Heist: Chapter 4 Show
Notes:

Wand of Magic Missiles
Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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. On a 1, the wand crumbles into ashes and is destroyed.

R/AT - Arrow Catching Shield rare Cellar of Death DDHC-ToA-4: The Cellar of Death Show
Notes:

Armor (shield), rare (requires attunement)

You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your Reaction to become the target of the Attack instead.

UC - Gem of Brightness uncommon DDHC-ToA-4: The Cellar of Death Show
Notes:

Wondrous item, uncommon

This prism has 50 Charges. While you are holding it, you can use an Action to speak one of three Command words to cause one of the following effects:

The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn’t expend a charge. It lasts until you use a bonus Action to repeat the Command word or until you use another function of the gem.
The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word.

When all of the gem’s Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

R/AT - Ring of Resistance (Fire) rare DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

Ring of Resistance
Ring, rare (requires attunement)
You have resistance to Fire while wearing this ring. The gem (garnet) in the ring indicates the type, which the GM chooses or determines randomly.

VR/AT - Berserker Axe +2 very_rare DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

Berserker Axe +2
Weapon (any axe), rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

VR/AT - Bracelet of Rock Magic rare DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)

While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.

Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.

R/AT - Bracers of Defense rare DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

Bracers of Defense
Wondrous Item (rare), Requires Attunement

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

R - Longsword +1 (xtra dmg against plants) rare DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.

R - Ring of Animal Influence rare DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

Ring of Animal Influence
Ring, rare

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

• Animal friendship (save DC 13)

• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower

• Speak with animals

R/AT - Wand of Lightning Bolts rare DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. 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. On a 1, the wand crumbles into ashes and is destroyed.

UC - Dagger +1 uncommon DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

This weapon functions as a +1 dagger. When it is used, its grip frays, its blade chips, and it flakes rust.

If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.

UC/AT - Stone of Ill Luck uncommon DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

Wondrous item, uncommon (requires attunement)

This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item’s property while on your person.

Curse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.

UC - Dagger +1 rostig uncommon DDHC-TYP: Hidden Shrine of Tamoachan Show
UC/AT - Rod of the Pactkeeper uncommon DDHC-TYP: Hidden Shrine of Tamoachan Show
Notes:

Rod of the Pact Keeper, +1, +2, or +3
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.