Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Doss Lute (Instrument of the Bard) uncommon WBW-DC-DCAF02 Harengon Harana Show
Notes:

Instrument of the Bards (Doss Lute)
Source: Dungeon Master's Guide
Wondrous item, Uncommon

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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.

This lute has a body made of golden wood, strings made of spider silk, and parts made of elk antlers. It shimmers brightly in sunlight. An alto clef symbol is carved into the head of the instrument.
Instrument
Rarity
Spells
All
-
Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument

Guardian Emblem ("Maercryshal Shard", minor Harmonious property) uncommon SJ-DC-PHP-FLN01-03 Unsworn Oath Show
Notes:

Wondrous Item (holy symbol), uncommon (requires attunement by a cleric or paladin)

This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.

The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn. This item is found in Tasha’s Cauldron of Everything, pg. 128. The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used.

In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute.

Cloak of Protection uncommon DDAL06-01: A Thousand Tiny Deaths Show
Notes:

Wondrous Item, uncommon (requires attunement)

Made of tattered, patched canvas and stitched together with thick, coarse twine; a homelier cloak you'll likely never see. The only exceptional component of the beastly thing is the saucer-sized black dragon scale that hangs over the wearer's chest when the cloak is worn. It is glossy and bears the sigil of Nightscale herself.

Wraps Of Unarmed Prowess +1 uncommon FR-DC-TST: Spring! Show
Notes:

Wondrous Item, varies

While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.

Trident of Fish Command uncommon DDHC-DD-07 | Before the Storm Show
Decanter of Endless Water uncommon DDHC-KGV-11 | Affair on the Concordant Express Show
Mithral Chainmail uncommon DDHC-KGV-11 | Affair on the Concordant Express Show
Wand of Magic Missiles uncommon DDHC-KGV-11 | Affair on the Concordant Express Show
Ring of Mind Shielding uncommon DDHC-KGV-11 | Affair on the Concordant Express Show
Trident of Fish Command uncommon CCC-WWC-02 Dark Waters of Hate Show
Notes:

(Weapon (Trident), Uncommon) (Requires Attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (Save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Mithral Half-Plate uncommon CCC-GLIP-0103 Citadel of Vlaakith Show
Notes:

This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments.

Stone of Good Luck uncommon DDHC-DD-07 | Before the Storm Show
Periapt of Wound Closure uncommon DDHC-DD-07 | Before the Storm Show
Boots of the Winterlands uncommon CCC-CIC-01 The Vault of the Devourer Show
Notes:

Wondrous Item, uncommon (requires attunement)
These black furred boots depict stark white gelugons wrapped around each foot. The wearer leaves behind icy foot prints that disappear after a few seconds. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Mace of Smiting rare DDAL08-07 Into the Dark Show
Notes:

Weapon (mace), rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.

Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

This head of the mace of smiting features an angry dwarven face. The specter of Reizzlerum Caskview still maintains a connection to the weapon, causing the owner to gain an unending thirst for ale.

Wand of Fireballs rare DDHC-WDH Waterdeep: Dragon Heist Show
Cloak Of The Gadabout (Cloak Of The Bat) rare SJ-DC Happy New Year! Show
Notes:

Wondrous item, rare (requires attunement).

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Master’s Guide.

This cloak made of ebony, sapphire, and ruby threads is fashioned to look like two butterfly wings, reminiscent of a real gadabout. The soft, velvety cloth shimmers in the light. When this cloak's property is used to transform, the transformed creature appears as an elegant, colorful butterfly.

Bulkawa’s Benevolence (Staff of the Python) rare CCC-GSP02-02 | Stygia Untamed + Infernal Encounters Show
Notes:

The body of the staff is made out of wood from a narra tree. The curved head is shaped like a snake made out of copper. The staff is a symbol of Bulkawa’s kindness and its effort to make sure that you will never face the challenges life throws at you alone.

Bulkawa, the giant constrictor snake summoned has copper scales and eyes filled with blue light. A black tattoo of a five-leaf clover can be seen near its tail.

Studded Leather +1 rare CCC-GSP02-02 | Stygia Untamed + Infernal Encounters Show
Gem of Seeing rare CCC-GSP02-02 | Stygia Untamed + Infernal Encounters Show