Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Amulet of the Devout +1 uncommon Level 5 Item Show
Boots of Striding and Springing uncommon DDHC00-GSM-05 Isle of the Abbey Show
Notes:

Boots of Striding and Springing
Wondrous item, major tier, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Bag of Holding uncommon DDHC00-GSM-05 Isle of the Abbey Show
Notes:

Bag of Holding
Wondrous item, minor tier, uncommon
15 lb.

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's Handy Haversack, 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 is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Mithral Breastplate: AC 14 + Dex (max 2) uncommon DDHC00-GSM-05 Isle of the Abbey Show
Notes:

Mithral Breastplate: AC 14 + Dex (max 2)
Medium armor, minor tier, uncommon
20 lb.

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Cloak of Many Fashions common WBW-DC-TEN-02 The Festival of Fyre Show
Notes:

Cloak of Many Fashions
Wondrous item, common
While wearing this cloak, you can use a bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its Appearance, the cloak can’t be anything but a cloak. Although it can duplicate the Appearance of other magic cloaks, it doesn’t gain their magical Properties.

Silver Horn of Valhalla uncommon WBW-DC-TEN-02 The Festival of Fyre Show
Notes:

Silver Horn of Valhalla
Wondrous item, rare
You can use an Action to blow this horn. In response, Warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the Berserker Statistics from the Monster Manual. They Return to Ysgard after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands.

This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use.

WUMBO BEE SPELLJAMMING HELM rare SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee Show
Notes:

WUMBO BEE SPELLJAMMING HELM

This spelljamming helm is a special story item and is not part of the character’s rewards.

This ornate chair made from the wood of the Yew tree bears the carved letters which form the word ‘WUMBO’ on its back rest. The seat is made of soft pink velvet cushion. A pink crystal glows at its base.

SPELLJAMMING HELM
Wondrous item, rare (requires attunement by a Spellcaster)
The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.
The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one’s arm or leg falls asleep, but not as painful.

While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if concentrating on a spell):
• You can use the spelljamming helm to move the ship through space, air, or water up to the ship’s speed. If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.
• You can steer the vessel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship.
• At any time, you can see and hear what’s happening on and around the vessel as though you were standing in a location of your choice aboard it. 

Transfer Attunement. You can use an action to touch a willing spellcaster. That creature attunes to the spelljamming helm immediately, and your attunement to it ends. 

AWIT CO. Uniform (Clothes of Mending) common SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee Show
Notes:

AWIT CO. Uniform (Clothes of Mending)
Wondrous Item, common
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. 

This outfit bears the logo of A.W.I.T. Co and is worn by the associates and employees of the inter-system trading company.
It comes in three colors: System Void Black, Wildspace Star Orange and Astral Dreadnought Grey, which the characters can choose upon receiving as a reward.

Fell Stinger (Wand of Fireballs) rare SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee Show
Notes:

Fell Stinger (Wand of Fireballs)
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.

This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships.
In addition, this magic item bears the War Leader minor property: The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

Iron Bands of Bilarro rare DDAL-DRW-01 Breaking Umberlee's Resolve Show
Notes:

Iron Bands of Bilarro
Wondrous item, rare, Table G

This rusty Iron Sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the Command Word and throw the Sphere at a Huge or smaller creature you can see within 60 feet of you. As the Sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged Attack roll with an Attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target is Restrained until you take a Bonus Action to speak the Command Word again to release it. Doing so, or missing with the Attack, causes the bands to contract and become a Sphere once more.

A creature, including the one Restrained, can use an action to make a DC 20 Strength check to break the
iron bands. On a success, the item is destroyed, and the Restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn

Horn of Valhalla (Silver) rare CCC-TRI-05 The Hunt for Malar Show
Notes:

Horn of Valhalla (Silver)

Wondrous Item, rare

You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar.

This item can be found in the Dungeon Master’s Guide.

Elemental Essence Shard rare SJ-DC-YZ-02-04 - the dark dome Show
Notes:

Elemental Essence Shard
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.

Key: The item is used to unlock the chamber of the necromancer on Shal'Khazhun.

Chain of Mending common SJ-DC-YZ-02-04 - the dark dome Show
Notes:

Chain of Mending

Source: Xanathar's Guide to Everything

Wondrous item, common

You can cut this 50-foot coil of metal chain into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A chain of mending is forever shortened if a section of it is lost or destroyed.

Strange Material: The item was created from a material that is bizzare given its purpose. Its durability is unaffected. Material: Steel

Tentacle Rod rare CCC-GHC-BK1-03 - The Darkest Knight Show
Notes:

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.