Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ (C) Chest of Preserving common FR-DC-FHT-01 Mystery of Myth Laev Show
Notes:

Wondrous item, common - 25 lb.

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

☐ (UC/AT) Bag of Tricks (Gray) uncommon CCC-GHC-BK1-01_Into_the_Border_Kingdoms CCC-GHC-BK1-01_Into_the_Border_Kingdoms Show
Notes:

Wondrous item, uncommon (requires attunement), Table F

This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
Bag of Tricks (Gray)

d8
Creature
d8
Creature
1
Weasel 5 Panther
2
Giant Rat
6
Giant Badger
3
Badger
7
Dire Wolf
4
Boar
8
Giant Elk

The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

☐ (UC) +1 Wraps of Unarmed Prowess uncommon FR-DC-FHT-01 Mystery of Myth Laev Show
Notes:

Wondrous item, uncommon

While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

The have fine elven features.

Sentinel. This item glows faintly when gnolls are within 120 feet of it.

🗹 (UC/AT) Enspelled Half Plate (Shield) uncommon Trade Log Show
Notes:

Armor (Half Plate), uncommon (requires attunement)

Bound into this armor is a spell (Shield) of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.

☐ (UC) Ring of Swimming uncommon 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.

Platinum rings crafted to look like an eel biting its own tail.