Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Wand of Secrets uncommon DDHC-DD-03 | Will of Orchus Show
Whip +1 uncommon DDHC-DD-03 | Will of Orchus Show
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.

Casino Chip (Rival Coin /w minor Guardian property) common FR-DC-REI-01 Copper Royale (playtest 1) Show
Notes:

This copper coin bears two faces: one a radiant, smiling woman, the symbol of Tymora, and the other a jagged crown of black antlers, the mark of Beshaba. Given only to those who defeat the casino’s champions in the fighting arena, this token serves as both a badge of honor and a reminder of fate’s fickle favor.

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.

Half Plate +1 rare DDEP4 Reclamation of Phlan Show
Notes:

Medium armor (half plate), rare

You have a +1 bonus to AC while wearing this armor. The wearer has Disadvantage on Dexterity (Stealth) checks.

This black enameled armor has a splash of green paint across the breastplate. No amount of cleaning will remove it; even magical attempts to remove the black or green paint prove useless. Any creature familiar with the Tears of Virulence are likely to treat the armor’s wearer with suspicion.

Amulet of Health rare DDHC-IDRotFM-Ch-2 Icewind Dale: The Black Cabin Show
Notes:

Wondrous Item, rare (requires attunement)

The amulet's pendant and chain are made of gold, and the pendant bears the symbol of two hands cupping the sun.

Folding Boat rare DDEP08-01 Chaos in the City of Splendors Show
Notes:

Folding Boat: When unfolded to the ship size, this boat has a small casino on deck. It has a wet bar, four casino tables, and flies the flag of Waterdeep’s current Open Lord, Laeral Silverhand (who probably neither knows nor approves of this ruse)

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.

To-go Bag (Heward's Handy Spice Pouch)(/w minor Unbreakable property) common WBW DC PHP HOE1 02 Señorita's Charm (playtest 3) Show
Notes:

Wondrous Item, uncommon

A spice pouch that doubles as a discreet food container—perfect for when you want to take home food from a party without being too conspicuous.

This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal.

Regaining Charges. The pouch regains 1d6 + 4 expended charges daily at dawn.

Unbreakable. The item can't be broken. Special means must be used to destroy it.