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.