Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ Ring of Mind Shielding uncommon Phandelver and Below: The Shattered Obelisk - Paths of Peril Phandelver and Below: The Shattered Obelisk - Paths of Peril 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 use an action to cause the ring to become invisible until you use another action to make it visible, 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.

☐ Gem of Brightness uncommon Phandelver and Below: The Shattered Obelisk - Paths of Peril Phandelver and Below: The Shattered Obelisk - Paths of Peril Show
Notes:

(A translucent, light-blue crystal shard veined with indigo light).
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.

☐ Immovable Rod common Phandelver and Below: The Shattered Obelisk - Paths of Peril Phandelver and Below: The Shattered Obelisk - Paths of Peril Show
Notes:

Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

☐ Potion of Invulnerability common Phandelver and Below: The Shattered Obelisk - Paths of Peril Phandelver and Below: The Shattered Obelisk - Paths of Peril Show
Notes:

Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

☐ Eyes of Minute Seeing common Phandelver and Below: The Shattered Obelisk - Paths of Peril Phandelver and Below: The Shattered Obelisk - Paths of Peril Show
Notes:

Wondrous Item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

☐ Alchemy Jug common Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

Wondrous Item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

☐ Periapt of Health common Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

Wondrous Item, uncommon
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

☐ Ring of the Orator uncommon Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

This ring has 6 charges. While you wear it, you can expend 1 of its charges to project your voice to be heard clearly by all creatures within 1 mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening creatures don’t understand, you can make the creatures understand what you’re saying. You must be able to see the creatures to make them understand. The ring regains 1d6 expended charges daily at dawn.

☐ Mindguard Crown common Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

Wondrous Item, very rare (requires attunement)
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

☐ Blessing of Dumathoin rare Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

Blessing of Dumathoin. Your eyes become keen enough to pick out hidden secrets. You gain darkvision. If you already had darkvision, you can see in color in the dark. In addition, you can use an action to gain truesight for 1 minute. Once you gain truesight in this way, you can’t do so again until you fi nish a long rest.

☐ Bead of Force (8) common Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.
You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can pass through.
An enclosed creature can take a Utilize action to push against the sphere’s wall, moving the sphere up to half the creature’s Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

☐ Wand of Magic Detection uncommon Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.

☐ Heward’s Handy Haversack rare Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

☐ Lantern of Revealing uncommon Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s Bright Light. You can take a Utilize action to lower the hood, reducing the lantern’s light to Dim Light in a 5-foot radius.

☐ Mudslick Tower very_rare Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Phandelver and Below: The Shattered Obelisk - The Shattered Obelisk Show
Notes:

Wondrous Item, very rare
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.

Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.

Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can.

The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.

Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.