Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Boots of the Winterlands uncommon DC-PoA-DCAF01: Let It Goat Show
The Reaper's Companion (Figurine of Wondrous Power-Silver Raven) uncommon WBW-DC-NVM-01 Behind Masked Faces Show
Notes:

Wondrous Item, uncommon

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Flavor text: A fragile figurine made out of onyx and obsidian material in the shape of raven.

Beacon minor property: The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10-feet, or to extinguish the light.

Veteran's Cane common WBW-DC-NVM-01 Behind Masked Faces Show
Notes:

Wondrous item, common

When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.

Flavor text: A cane made out of Ivory and embellished with golden filigree.

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.

Winning Pumpkin Ring common DDEX3-6 No Foolish Matter Show
Notes:

Winning pumpkin ring (Wondrous item, common)

It is made of polished silver, in the shape of your carved pumpkin. While wearing this ring, the glowing image of your carved pumpkin appears in front of your own face, like a mask.

Bag of Holding uncommon CCC-GARY-05 - The Shadows of the Trees Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

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.

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.

Brooch of Shielding uncommon SJ-DC-SUS-01: Startship Under Siege (playtest 1) Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item is found in the Dungeon Master’s Guide.

This brooch is shape like a little kobold wearing a fish suit, when pinned to the chest it allows its wearer to speak Draconic.

Spellwrought Tattoo (Cantrip) Guidance common SJ-DC-PHP-02: Hey! Daydreamer (playtest) Show
Brooch of Shielding w/ Minor Sentinel Property uncommon SJ-DC-PHP-02: Hey! Daydreamer (playtest) Show
Notes:

Minor Property:
Sentinel - This item glows faintly when beholder-kin are within 120 feet of it.

Wand of Smiles common Trade Log Show
Notes:

Wand, Common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.

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.

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.

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.

Bloodwell Vial +3 very_rare Trade Log 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

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.

Boots of Elvenkind uncommon DDAL-DRW-INT-03 A Red Day In Elventree Show
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