Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
🗹 (UC) Bear Claw Bun (Strange Material Insignia of Claws) uncommon FR-DC-Waterdeep-CDZ Sweet Dreams are Made of Candies Show
Notes:

Wondrous Item, uncommon

The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. This handcrafted charm is made from pastry, and shaped to look like a puffy bear claw bun. Topped with almond flakes that simulate the claws extending from the paw, it also smells of cinnamon apples. Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

☐ (C) Potted Pumpkin of Awakening (Pot of Awakening) common FR-DC-Waterdeep-CDZ Sweet Dreams are Made of Candies Show
Notes:

"This magical pot grows in due time a beautifully animated pumpkin friend, which will probably die horribly in the next area of effect you have to endure. Better lock him away, forever."

Wondrous Item, Common

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 and obeys your commands. Absent commands from you, it does nothing.

☐ (UC) Wand of Secrets uncommon DDAL08-01 The Map with No Names Show
Notes:

Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.

☐ (C) Moon-Touched Greatsword common DDHC-WDH-03 Blue Alley Show
☐ (UC/AT) Ring of Mind Shielding uncommon DDAL08-03 - Dock Ward Double Cross Show
☐ (UC/AT) Hat of Disguise uncommon DDAL08-03 - Dock Ward Double Cross Show
☐ (UC) Goggles of Night uncommon DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

Wondrous item, uncommon

While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

☐ (UC) Javelin of Lightning uncommon DDAL08-05 Hero of the Troll Wars Show
Notes:

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. This item is found on Magic Item Table F in the Dungeon Master’sGuide.

🗹 (UC/AT) Cloak of Protection uncommon DDAL08-06 Purging the Blood Show
Notes:

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

🗹 (UC) Wraps of Unarmed Power +1 uncommon DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

Wondrous Item, Uncommon

While wearing these wraps, you have a +1 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.

☐ (R/AT) Mace of Disruption rare DDHC-WDH Waterdeep: Dragon Heist Show
🗹 (C) Venture Company Pocket Watch (Orb of Time) common DC-FR-VENTURE-01 Venture to the East: First Flight Show
Notes:

"May this emblem lead you the way into the unknown as you venture forth on your path to new discoveries."
Source: Xanathar's Guide to Everything

Wondrous item, common

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Minor Property: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.

🗹 (UC) Venture Company Issued Travel Pack (Heward's Handy Haversack) uncommon DC-FR-VENTURE-01 Venture to the East: First Flight Show
Notes:

This Item does not count against Items Carried Limit in the DC-FR-VENTURE Series!

"This Venture Company issued Backpack comes with more space than you'll ever need. Including woven in arcane sigils that can heat you up or cool you down."

Included in this backpack are:
1 Keoghthom's Ointment (5 Charges)
1 Spellwrought Tattoo with Featherfall
1 Spellwrought Tattoo with Emergency Rations (Goodberry)
1 Tent
4 Waterskins (2 filled with Water, 2 filled with Wine)
30 Rations
1 Bullseye Lantern (Plus two Vials of Oil)
A pack of Candles (20 Candles)
A Map of Toril
1 Flask of Holy Water
5 Sheets of Parchment / 1 Ink Pen with the Venture Logo / 2 Vials of Ink
A empty Journal with the Venture Company Logo on it
2 coils of Rope
A Shovel
2 Tinderboxes
1 extra warm and fluffy Blanket
1 Bedroll
Wondrous Item, Rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Minor Property:

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit

.