Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Slumbering Silver Dragon's Wrath Trident uncommon DDHC-DD-03 | Will of Orchus Show
Slumbering Dragon-Touched Focus uncommon DDHC-DD-03 | Will of Orchus Show
Wand of Secrets uncommon DDHC-DD-03 | Will of Orchus Show
Boomerang Shield uncommon Creeation + Claiming for Service Awards + level ups to lvl 4 Show
Notes:

Armor (shield), uncommon (requires attunement)

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Brazen VIP Pin (Stone of Good Luckw/ minor Delver property) uncommon FR-DC-REI-01 Copper Royale (playtest 1) Show
Notes:

This finely intricately carved dragon head pin, cast in polished copper and inlaid with a single flawless diamond eye, is given only to the most favored guests of The Brazen Bull. This enchanted token is both a mark of prestige and a silent promise of fortune. Known as a symbol of VIP status.

Stone of Good Luck uncommon DDEP4 Reclamation of Phlan Show
Notes:

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

The center of this fist‐sized emerald appears to be hollow and filled with a viscous, green liquid. When agitated, the gem becomes warm.

Rust Bag of Tricks uncommon DDEP08-01 Chaos in the City of Splendors Show
Bracers of Archery (Temperate Property) uncommon DDAL05-02 The Black Road Show
Notes:

Wondrous Item, uncommon (requires attunement)

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling.

In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Ring of Mind Shielding uncommon DDHC-WDH-02 Unseen Waterdeep (Part 8 / Final) Show
Notes:

Ring, Uncommon (Requires Attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Writing Gem uncommon DDHC-WDH-02 Unseen Waterdeep (Part 8 / Final) Show
Notes:

Wondrous item, uncommon (requires attunement)

Writing gems are psionic journals created by mind flayers for recording information. While attuned to one of these 6-inch diameter gems, you share a mental connection with the item, and while you hold the gem:
• You can record information to the gem.
• You can access any information recorded in the gem.
• You can share all or some of the recorded information in the gem with any willing creature you can see within 10 feet of you.

If the gem is attuned to another creature when you touch it, you must succeed on a DC 15 Charisma saving throw. On a failed save you take 6d6 psychic damage and drop the gem.
On a successful save, you assert your will over the gem and can attune the item yourself, accessing any recorded information within the item.

Seven Señoritas (Wand of Magic Missiles)(/w minor Guardian property) uncommon WBW DC PHP HOE1 02 Señorita's Charm (playtest 3) Show
Notes:

Wand, uncommon

An unwieldy, soft-shafted wand. Seven Señoritas mimics the look of a banana tree’s peduncle, complete with seven, finger-length golden bananas growing along its length. Each banana acts as one charge of the magic missile spell. The wand’s drooping tip ends in a heavy, purple, tear-shaped, banana blossom charm.

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast magic missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.

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

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

Winged Boots uncommon DDHC-WBW-Ch.5 Palace of Heart's Desire Show
Sending Stones (minor Guardian property) uncommon FR-DC-TKM-RGT-01 Charming Show
Notes:

Wondrous item, uncommon

Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell.

Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

These sending stones come in the form of a pair of seashells.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated

Winged Boots uncommon DDEX2-10 Cloaks and Shadows Show
Notes:

Wondrous Item, uncommon (requires attunement)

These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 cha-rge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.|| are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

Crown of Smiles (Headband of Intellect w/ minor Guardian property) uncommon FR-DC-LNRD-01 The Child Who Smiles (Playtest 2) Show
Notes:

This warped circlet of silver and soft green slime clings gently to the scalp. When worn, the ooze seeps slowly into the wearer’s skull, cool, sentient, and humming with thought. The smiles of those who’ve worn it before linger faintly in the back of your mind.

“Smile with me” a child’s voice whispers, “The Smile is mine now”

Guardian Minor Property
The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition

Disremembrance (Helm of Telepathy (Temperate)) uncommon PS-DC-UMY-02 A Time To Disremember (playtest) Show
Dust of Dryness (10 uses) uncommon CCC-UK-1 Call of the Elvenflow Show
Notes:

Wondrous item, uncommon

This hessian pouch contains powdered butternut husks from the hamlet of Buttergroves. As you open the pouch, the mouthwatering aroma of fried fish fills the air around you. This item is detailed in the Dungeon Master’s Guide.

This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.

As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one..

Drowned Sal's Flying Broomstick (Broom of Flying) uncommon CCC-UK-2 The Wayward Wives Show
Notes:

Broom of Flying (Drowned Sal's Flying Broomstick)

Wondrous item, uncommon (requires attunement)

This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it.

As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.

Drowned Sal’s flying broomstick is covered in wet moss that magically regrows each morning. When you carry it on your person, you suffer the uncomfortable side effect of occasionally belching up swamp water.

Ring of Mind Shielding uncommon CCC-DDSC-01 Murder At The Stop Show
Pearl of Power uncommon CCC-DDSC-01 Murder At The Stop Show