Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ (R/AT) Ring of Spell Storing rare DDHC-TYP - White Plume Mountain Trade Log Show
Notes:

Requires Attunement

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.

Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

🗹 (VR) Carpet of Flying (4 ft. × 6 ft.) very_rare FR-DC-FOS-15 Celebration and Circumvention Trade Log Show
Notes:

Wondrous item, very rare

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

A 4 ft. × 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.

Minor Property: Compass
The wielder can use an action to learn which way is north.

☐ (UC) Periapt of Health uncommon Season 11 Service Rewards Assign Service Reward 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.

🗹 (C) Horn of Silent Alarm common SJ-DC-AMAK-02: Enemy within SJ-DC-AMAK-02: Enemy within Show
Notes:

Wondrous Item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

🗹 (C) Cloak of Many Fashions (Language: Deep Speech) common SJ-DC-DFA-01 Moonshot SJ-DC-DFA-01 Moonshot Show
Notes:

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. This item is found in Xanathar’s Guide to Everything.

This cloak defaults to jet black leather with a stylized yellow hawk near the neck clasp. While wearing the cloak, the bearer can speak and understand Deep Speech.

☐ (VR) Noot Suit (Fish Suit) very_rare SJ-DC-DWR-02 last flight of the orca SJ-DC-DWR-02 last flight of the orca Show
Notes:

Wondrous Item, very rare

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

This item is found in the Astral Adventurer’s Guide.

Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them.

The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

☐ (C/AT) Periwinkles's hat of Piracy (Hat of Wizardry) common SJ-DC-DWR-03 Red Flag of Dread SJ-DC-DWR-03 Red Flag of Dread Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

☐ (VR/AT) Dread Cutlass (Scimitar of Speed) very_rare SJ-DC-DWR-03 Red Flag of Dread SJ-DC-DWR-03 Red Flag of Dread Show
Notes:

DREAD CUTLASS (SCIMITAR OF SPEED)

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

🗹 (C) Clothes of mending (Guardian) common SJ-TBS-01 Duo Death Assign Service Reward Show
Notes:

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.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

☐ (R/AT) Flame-Tongue Greatsword rare Storm King's Thunder - Chapter 8: Forge of the Fire Giants Assign Service Reward Show
Notes:

Weapon (Greatsword), rare (requires attunement)

You can use a bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus Action to speak the Command word again or until you drop or sheathe the sword.

☐ (R/AT) Silver Horn of Valhalla rare WBW-DC-TEN-02 The Festival of Fyre Trade Log Show
Notes:

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.