Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
UC/A - Broom of Flying uncommon DM Reward Trade Log Show
Notes:


Wondrous Item, Uncommon (Requires Attunement)

This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.

As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.

C - Clockwork Amulet common Council Chamber 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. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming 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.

Potion of Heroism common Cavern of Green Dragon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Potion, rare
For 1 hour after drinking it, you gain 10 temporary Hit Points that last for 1 hour.
For the same Duration, you are under the Effect of the bless spell (no Concentration required).
Whenever you make an Attack roll or a saving throw before the Effect ends, you can roll a d4 and add the number rolled to the atta⁠ck roll or saving throw.
This blue potion bubbles and steams as if boiling.

Potion of Healing (2) common Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


When you drink this potion, you regain 2d4 + 2 Hit Points.

Gorig's Spellbook common Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


Gorig wears body wraps embroidered in arcane sigils. When unfurled, it is a six-inch wide swathe of thick, maroon silk 23 feet in length and weighs 20 pounds. The wraps function as a spellbook and contains the following spells:

  • acid splash,
  • fear,
  • blindness/deafness,
  • false life,
  • fire bolt,
  • haste,
  • magic missile,
  • mirror image,
  • ray of enfeeblement,
  • ray of frost,
  • ray of sickness,
  • shield,
  • shocking grasp.
Spell Scroll of Find Familiar common Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any sp⁠ecial sense⁠s that the familiar has. During this time, you are deaf and blind with regard to your own sen⁠ses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your atta⁠ck modifier for the roll.

Stone of Good Luck (Luckstone) uncommon Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


Wondrous Item, uncommon (requires attunement)
While this stone is on your person, you gain a +1 bonus to ability checks and saving throws. This stone is made of murky, green crystal and is set on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch. This item can be found in the Dungeon Master’s Guide.

Wand of Pyrotechnics common Cavern in Feywild WBW-DC Run, It's Not Running Show
Notes:


Wand, common
1 lb.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.

Decanter of Endless Water uncommon Cavern in Feywild WBW-DC Run, It's Not Running Show
Notes:


Wondrous Item, uncommon
2 lb.

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
* "Stream" produces 1 gallon of water.
* "Fountain" produces 5 gallons of water.
* "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Potion of Poison Resistance common Canyon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Potion, uncommon
When you drink this potion, you gain Resistance to poison damage for 1 hour.

Potion of Greater Healing common Canyon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Potion, uncommon
When you drink this potion, you regain 4d4 + 4 Hit Points.

Bracers of Defense rare Canyon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light.
The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

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


Wondrous Item, 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. While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn.

R/A - Cloak of the Bat rare BMG-MOON-MD-02 The Tarthwood Curse BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:


Wondrous item, rare (requires attunement)

This black cloak is slightly tattered, and has a strong scent of mushrooms and mildew, despite its otherwise clean appearance

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

C - Pot of Awakening common BMG-MOON-MD-02 The Tarthwood Curse BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:


Wondrous item, common

The rim of this clay planter is decorated with shapes of bats, mushrooms, and snakes. An inscription on the bottom reads “Property of Tywyll Greenclaw.”

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

Heavy Crossbow +1 uncommon 5th level DDAL00-02B The Weirding Vats Show
Notes:

Ranged Weapon, Uncommon

You have a +1 bonus to Attack and Damage Rolls made with this weapon.

Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield.

If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.

Shield of Expression common CCC-GLIP-0102 Beneath Glip Dak Show
Notes:

Armor (shield), common
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.
This item can be found in Xanathar’s Guide to Everything.