Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
C - Dread Helm common FR-DC-FET-03 Vatras Fury FR-DC-FET-03 Vatras Fury Show
Notes:


Wondrous Item, Common

While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.

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.

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.

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.

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.
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.

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 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 Invisibility common Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Potion, very rare
When you drink this potion, you—along with the clothing, armor, Weapons, and other Equipment on your person—become Invisible for 1 hour. The Invisibility ends if you Attack or Cast a Spell.

Spell Scroll of Fireball (5th lvl) common Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Scroll, rare
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius Sphere centered on that point must make a Dexterity saving throw. A target takes 9d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable Objects in the area that aren’t being worn or carried.

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other Effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

Spell Scroll of Greater Restoration common Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Scroll, rare
You imbue a creature you touch with positive energy to undo a debilitating Effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:
* One Effect that Charmed or Petrified the target
* One curse, including the target’s Attunement to a Cursed magic item
* Any reduction to one of the target’s Ability Scores
* One Effect reducing the target’s hit point maximum

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other Effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

C - Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross) common Momentum WBW-DC-MOM-01 One Moment Show
Notes:


Wand, common

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.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

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.

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.

C - Rope of Mending (Temperate) common FR-DC-VET-01 Vatras Besieged FR-DC-FET-01 Vatras Besieged Show
Notes:

Wondrous Item, Common

This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

C - (Temperate) Chest of Preserving common FR-DC-FET-02 Vatras Abyss FR-DC-FET-02 Vatras Abyss Show
Notes:


Wondrous Item, Common

This chest was used by Clauthya to store the Memories of her victims.

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

C - (Compass) Orb of Time common FR-DC-TCR-01 Tempest Callers Reaper FR-DC-TCR-01 Tempest Callers Reaper Show
Notes:


Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.

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.

Potion of Healing common Sour Patch Marsh LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Potion, common
You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

Harengon Spirit Club common Fuzzytail Farm LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Event Reward, attached to player
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.