Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Ring of Swimming
uncommon
A pirates life for me
PO-BK-3-01 A pirates life for me
Show
Notes:
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Boots of Striding and Springing
uncommon
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Instrument of Scribing
common
Dreams of the Red Wizards - We're All in This Together
Dreams of the Red Wizards - We're All in This Together
Show
Notes:
Wondrous item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
Unbreakable Arrow
common
PO-BK-3-07 ON PIRATE'S HONOR
PO-BK-3-07 ON PIRATE'S HONOR
Show
Notes:
Ammunition, common
Minor tier
This arrow can't be broken, except when it is within an antimagic field.
Raven Queens Necklace of Prayer Beads
common
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
1 Bead of Windwalking
2 Bead of Favor
2 Bless
1 Bead of Summons
Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it
While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them.
Sarions Spare Helmet
common
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Minor Property Language: Thayan
This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?
Hat of Wizardry
common
FR-DC-MBM-02 Back To Blighty
FR-DC-MBM-02 Back To Blighty
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This cone-shaped hat is adorned with moons and stars.
While you are wearing it, you gain the following benefits:
Spellcasting Focus
You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell
As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.
Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
History:
You shot this hat and it survived! Maybe it will help you survive as well.
Wand of Magic Missiles
common
PO-BK-3-03 Smoke on the Water
PO-BK-3-03 Smoke on the Water
Show
Notes:
Wand (arcane focus), uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
The Snatch Key
common
FR-DC-MBM-01 Back To The Big Guy
FR-DC-MBM-01 Back To The Big Guy
Show
Notes:
The mysterious key originates from a Quickling. The key has tiny wings and is exceptionally difficult to catch. You have a 5 percent chance of catching it, and it can open any lock into which it's inserted. Once it unlocks something, the key disappears.
Moon-Touched Scimitar
common
PO-BK-3-04 Dead in the Water
PO-BK-3-04 Dead in the Water
Show
Notes:
Weapon (martial, sword), common
In darkness, the unsheathed blade of this scimitar sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Dungeon Master's Guide (2024).
Clockwork Amulet
common
BMG-MOON-MD-01 Reverie and Murder
BMG-MOON-MD-01 Reverie and Murder
Show
Notes:
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Ring of Swimming | uncommon | A pirates life for me | PO-BK-3-01 A pirates life for me | Show | ||
|
Notes:
Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. |
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| Boots of Striding and Springing | uncommon | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
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| Instrument of Scribing | common | Dreams of the Red Wizards - We're All in This Together | Dreams of the Red Wizards - We're All in This Together | Show | ||
|
Notes:
Wondrous item, common (requires attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. |
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| Unbreakable Arrow | common | PO-BK-3-07 ON PIRATE'S HONOR | PO-BK-3-07 ON PIRATE'S HONOR | Show | ||
|
Notes:
Ammunition, common |
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| Raven Queens Necklace of Prayer Beads | common | FR-DC-CTT Creepy Tavern Tales | FR-DC-CTT Creepy Tavern Tales | Show | ||
|
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 Bead of Windwalking 2 Bead of Favor 2 Bless 1 Bead of Summons Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them. |
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| Sarions Spare Helmet | common | FR-DC-CTT Creepy Tavern Tales | FR-DC-CTT Creepy Tavern Tales | Show | ||
|
Notes:
Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? |
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| Hat of Wizardry | common | FR-DC-MBM-02 Back To Blighty | FR-DC-MBM-02 Back To Blighty | Show | ||
|
Notes:
Wondrous item, common (requires attunement by a wizard) This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits: Unknown Spell Minor Property: Unbreakable |
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| Wand of Magic Missiles | common | PO-BK-3-03 Smoke on the Water | PO-BK-3-03 Smoke on the Water | Show | ||
|
Notes:
Wand (arcane focus), uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| The Snatch Key | common | FR-DC-MBM-01 Back To The Big Guy | FR-DC-MBM-01 Back To The Big Guy | Show | ||
|
Notes:
The mysterious key originates from a Quickling. The key has tiny wings and is exceptionally difficult to catch. You have a 5 percent chance of catching it, and it can open any lock into which it's inserted. Once it unlocks something, the key disappears. |
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| Moon-Touched Scimitar | common | PO-BK-3-04 Dead in the Water | PO-BK-3-04 Dead in the Water | Show | ||
|
Notes:
Weapon (martial, sword), common In darkness, the unsheathed blade of this scimitar sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Dungeon Master's Guide (2024). |
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| Clockwork Amulet | common | BMG-MOON-MD-01 Reverie and Murder | BMG-MOON-MD-01 Reverie and Murder | Show | ||
|
Notes:
Wondrous item, common When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. |
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