Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Periapt of Health uncommon Reward Payout Show
Bracers of Archery uncommon Trade Log Show
Ring of Jumping uncommon DDHC-JRC-03 The Fiend of the Hollow Mine Show
Notes:

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Periapt of Health common DDHC-JRC-03 The Fiend of the Hollow Mine Show
Notes:

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

Mithral Half-Plate uncommon CCC-GLIP-0103-Citadel of Vlaakith Reward Payout Show
Longbow +1 uncommon LVL 5 Item Show
Greatsword +2 rare SJ-DC-YZ – 02 – 01 – Where the path may lead us Show
Notes:

Greatsword +2

Weapon (greatsword), rare
You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword
This Greatsword has mysterious symbols on it. These runes seem to have a connection to the light of a Solar.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light.

Talking Doll common SJ-DC-YZ – 02 – 01 – Where the path may lead us Show
Notes:

Talking Doll
Source: Xanathar's Guide to Everything
Wondrous item, common (requires attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.

The pocket watch may say one of the following sentences:

Roll 1d8

1 Click Clack. You should hurry!
2 I wish I would be a real clock tower.
3 It`s killing time!
4 Which animal always knows the time? A watch dog!
5 They always say: "Time waits for no one.". But i guess i can wait for you.
6 The best thing you can do is to let the clock work.
7 I wonder if a clever clock is called clockwise.
8 Oh no, my gears are breaking! HEHE Just a joke.

Chime of Opening (4 Uses) rare DDHC-CM Book of Cylinders Show
Notes:

Chime of Opening
Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

Lantern of Revealing uncommon DDHC-CM Book of Cylinders Show
Notes:

Lantern of Revealing
Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Serpent's Fang rare DDHC-CM Book of Cylinders Show
Notes:

Serpent's Fang
Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Serpent Scale Armor uncommon DDHC-CM Book of Cylinders Show
Notes:

Serpent Scale Armor
Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Cloak of Many Fashions uncommon SJ-DC-AMAK-01: You better watch out 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.

Figurine of Wondrous Power rare SJ-DC-AMAK-01: You better watch out Show
Notes:

Ebony Fly
Wondrous Item, rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.

Muttering Morningstar (Morningstar +2) rare SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Muttering Morningstar
weapon, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.

Dust of Disappearence uncommon SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Wondrous Item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Cloak of Displacement rare CCC-SFBay-02-01 Old Enemies Arise (Agents of the Cloaks Show
Notes:

Cloak of Displacement
(Rare, Requires Attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Earring of Message common BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Earring of Message
Source: Critical Role - Call of the Netherdeep
Wondrous item, common

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the Message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

+2 Moonsickle rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

+2 Moonsickle
Weapon (sickle), rare (requires attunement by a druid or ranger)

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Wand of Fireballs rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

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.