Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Ring of Evasion rare DDEX1-3 Shadows Over the Moonsea Show
Notes:

This intricate silver ring is decorated with tiny opalescent stones and glows in pale radiance (dim light in a 5-foot radius) while in moonlight.

This ring has 3 charges, and it regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead.

Reveler's Concertina rare BMG-MOON-MD-03 The Lost Song Show
Notes:

Wondrous item, instrument, rare (requires attunement by a bard)
The bellows of this concertina display paintings of different fantastical locations each time they are closed and opened fully.

Pipes of the Sewers uncommon DDEX3-6 No Foolish Matter Show
Notes:

Wondrous item, uncommon

These pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called “Maedra’s Home.” A description of this item can be found in the Dungeon Master's Guide.

Pipe of Remembrance common SJ-DC-ERA-CCC-01 Cosmic Courier Catastrophe (Author's Run) Show
Periapt of Wound Closure uncommon CCC-BLD-11 Bleeding Gate: Pandemonium Show
Notes:

hile you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

This delicate silver chain has a brilliant-cut green gem held in a pendant the shape of a coiled snake

Pale Devil (Vorpal Longswordl legendary CCC-GSP-02-02 Stygia Untamed Show
Pag-Asa's Cloak (Cloak of Protection) uncommon WBW-DC-PHP-TCOM3 Of Death and Dawn Show
Notes:

Wondrous Item, uncommon (requires attunement)

This cloak once belonged to Ma’lurit’s son Pag-asa. It is a silver linen cloak fastened by a jade green gem. Its underside is dark and speckled with various glinting colors reminiscent of the astral sea. Guardian minor property: As it whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

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

Nature's Mantle uncommon WBW-DC-XGX-SHORTS-01 The Tree may Forget but the Axe Remembers [Author-Only Run] Show
Notes:

Wondrous Item, uncommon (requires attunement by a druid or ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.

Maercryshal Shard (Guardian Emblem) uncommon SJ-DC-PHP-FLN01-03: Unsworn Oath Show
Notes:

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

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 the 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.

Mace of Smiting rare DDAL07-06-Fester and Burn Show
Notes:

Weapon (mace), rare

The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is
carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.

This item can be found in.

Khakkhara (Bell Branch with minro Guardian property) common WBW-DC-ZODIAC-09 Monkey Magic Show
Notes:

Crafted from a branch of the immortal peach tree wood and infused with immortality elixir, the branch rattles with golden bells forged from the earth and fire of the Flower Fruit Mountain.

Guardian. The item chatters and screeches a warnings to its bearer, granting a bonus to initiative if the bearer isn’t incapacitated.

K9’s Veil (Cloak of Billowing) common WBW-DC-ZODIAC-11 The Curious Incident of the Blink Dog in the Feywilds Show
Ioun Stone of Protection (Strange Material: Scoop of Ice-cream) rare WBW-DC-Death-01 In Defence of Dairy Show
Notes:

This Ioun Stone is made from a scoop of ice-cream that changes flavour every day at dawn. It does not affect the items durability.

Instrument of the Bards (Doss Lute) uncommon WBW-DC-DCAF02 Harengon Harana Show
Notes:

Wondrous item, rarity varies (requires attunement by a bard)

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.

Spells: Animal Friendship, Protection from Energy (fire only), Protection from Poison

Infiltrator Cowl (Hat of Disguise) uncommon CCC-NUKE-01-04 Honey, Pass the Preserves Show
Notes:

When worn, this woodland-hued hood looks like it has been separated from its original cloak. However, when worn with a cloak, it seamlessly melds into the cape's collar. This hood acts as a Hat of Disguise.

Headband of Intellect uncommon DDEX1-6 The Scroll Thief (1st and 2nd Session) Show
Notes:

WONDEROUS ITEM, UNCOMMON

This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city. A description of this item can be found in the Dungeon Master’s Guide.

Goggles of Night uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Gem of Brightness uncommon CCC-KUMORI-01-01 Wreckers 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. This item can be found in the Dungeon Masters Guide.

Gauntlets of Flaming Fury rare SJ-DC-ERA-CCC-01 Cosmic Courier Catastrophe (Author's Run) Show
Notes:

Wondrous item, rare (requires attunement)

While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

Fool's Journal (Manual of Bodily Health) very_rare WBW-DC-ZODIAC-12 Seven Hamurai Show
Notes:

Crafted from the finest fake leather, the journal details the life of an archfey and provides warm and humorous stories.

Language. The bearer can speak and understand Orc language while the item is on the bearer’s person. The bearer can also understand the language of pigs and other swines.

The archfey, the Guardian, imbues characters with a Manual of Bodily Health to use. The characters can keep the Manual of Bodily Health as part of a pact with an archfey.