Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wildmane’s shoes very_rare DM Service Reward: Wildmane’s shoes Show
Notes:

Though cloven in appearance, these horseshoes fit the hooves of a horse or similar creature and are constructed of a hardened reed as strong as iron. The creature wearing them leaves a trail of small blooming flowers wherever it treads, provided the plants can take root. This item functions as horseshoes of a zephyr (see the Dungeon Master’s Guide).

Traveler's Hearth (Stone of Controlling Earth Elementals) rare CCC-SFBAY-02-04 Under Earth & Stone Show
Notes:

Traveler's Hearth (Stone of Controlling Earth Elementals)
The Traveler’s Heart is a perfectly smooth sphere the size of a small shotput or orange, forged of meteorite iron. The person possessing the Traveler’s Heart has the Delver ability while holding the stone: While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

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.

Sword of Vengeance uncommon CCC-BMG MOON 15-2 Forgotten Fealty Show
Notes:

Sword of Vengeance
Weapon (longsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

The sword, no longer tainted by Malar’s corruption, is now a clear crystal. The sword is only loyal to the wielder, becoming a dull blade to anyone else. When the sword strikes a target, a blue-white trail is left briefly in its wake.

Sprite’s rescue rare DM Service Reward: Sprite’s rescue Show
Notes:

A beautiful ring made of gilded sprite wings. When activated, translucent sprite wings sprout from your back. The ring faintly glows emerald green when a fey creature is within 30 feet of you. This item functions as if a ring of feather falling (see the Dungeon Master’s Guide)

Siren’s caress rare DM Service Reward: Siren’s caress Show
Notes:

This crystalline wand appears as a spiralshaped waterspout. When used, a haunting melody is heard emanating from the wand. This item functions as a wand of paralysis (see the Dungeon Master’s Guide).

Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Ring of Protection uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Necklace of Prayer Beads rare ELM2-2 Mists of the Moonsea Show
Notes:

Wondrous item, rare (requires attunement by a cleric,
druid, or paladin)
This necklace has magic beads made from aquamarine
(1 bead), black pearl (2 beads), and blue topaz (1 bead).
It also has many nonmagical beads made from white
pearls and moonstone. If a magic bead is removed from
the necklace, that bead loses its magic. To use a magical
bead, you must be wearing the necklace. Each bead
contains a spell that you can cast from it as a bonus
action (using your spell save DC if a save is necessary).
Once a magic bead’s spell is cast, that bead can’t be used
again until the next dawn.
1 Bead of Blessing (aquamarine): Bless
2 Beads of Curing (black pearls): Cure wounds (2nd
level) or lesser restoration
1 Bead of Favor (blue topaz): Greater restoration

Hellrider Badge rare DDEP09-02 Hellfire Requiem Show
Notes:

This badge marks you as a lieutenant in the Hellriders. It's also a holy symbol of Torm. While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard.

Halberd +2 rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Hag’s clawblade rare DM Service Reward: Hag’s clawblade Show
Notes:

This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties. This item functions as a vicious weapon (rapier) (see the Dungeon Master’s Guide).

Goggles of the Night uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Flametongue (Longsword) rare DDHC-TOA-1 Tomb of Annihilation Chapter 4 Show
Fat Markoth's Cummerbund (Belt of Hill Giant Strength) rare DM Service Reward: T2 Reward+2500 Gold Show
Notes:

Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion.

Fairy Mushroom Ring very_rare DM Service Reward: Fairy Mushrom Ring Show
Notes:

This delicate ring is shaped into a circle of miniature red, blue, white, and purple mushrooms, and glows with its own inner light. Whenever a charge is expended for another property, a swarm of harmless, multicolored dragonflies appear in your space and fly about for 1 minute. This item functions as if a ring of shooting stars

Ring, very rare (requires attunement outdoors at night)

While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Fabric of Time (Mantle of Spell Resistance) rare WBW-DC-MOM-01 One Moment Show
Notes:

FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE)

Wondrous item, rare (requires Attunement)

You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.

Eyes of Minute Seeing uncommon CCC-HERO-BK-02-05 Morsels for the Monstrosity Show
Notes:

Eyes of Minute Seeing

Wondrous item, uncommon

These “Aviator Sunglasses” are styled after the
fashion worn by the Gnomish tinkerers who
developed the first flying contraptions. The
eyeglasses are useful in everyday wear as shields
from direct sunlight, but they can also help you to
see clearly in the workshop, and to get a better look
at gauges and controls while in flight.

These crystal lenses fit snugly over the eyes, and
give your countenance a stylish glint and glimmer
when you move in a lit area.

While wearing them, you can see much better than
normal out to a range of 1 foot. You have advantage
on Intelligence (Investigation) checks that rely on
sight while searching an area or studying an object
within that range.

This item can be found in the Dungeon Master’s
Guide on Table C.

Enduring Spellbook common CCC-BMG MOON 6-1 A Reopened Eye Show
Notes:

Enduring Spellbook
Wondrous item, common (requires attunement)

This book is covered in fine leather, with a symbol of a harp embossed onto the spine. On the inside cover is the inscription: “Thanks for getting the books for me. Hopefully we meet again. —O. E.”.

This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water.

In addition, the spellbook doesn’t deteriorate with age.

This item is found in Xanathar’s Guide to Everything.

Emerald Kidgloves (Gloves of Thievery) uncommon CCC-BMG-10 HILL1-1 Arrival Show
Notes:

Emerald Kidgloves (Gloves of Thievery)

Wondrous item, uncommon

These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.

While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation

Daphnaie armor (hide) very_rare DM Service Reward: Daphnaie armor (hide) Show
Notes:

This armor is made of pliant material from worn, laurel tree bark with stylized carvings of dancing dryads burnt into it. Small bits of green moss accentuate the wood, allowing the wearer to gain advantage on Dexterity (Stealth) checks when in a forest. This item functions as +3 armor (hide) (see the Dungeon Master’s Guide).