Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ (UC/AT) Stone of Good Luck (Luckstone) uncommon DDHC-KftGV-05 - Tockworth's Clockworks Show
Doll of Lysandra (Talking Doll) common FR-DC-JIBEA-01 The Blood-Cursed Chosen Show
Notes:

Talking Doll
Wondrous item, common (requires attunement)

The puppet is a diminutive, porcelain-skinned replica of Lysandra—perfectly sculpted cheekbones, the same cascade of raven hair, but its beauty is forever frozen beneath a fine web of hairline cracks. Hollow glass eyes—one a shade too bright, the other ever so slightly askew—gleam with trapped candle-light, giving the unsettling impression that something inside is trying to peer out.

A tattered black wedding gown—stitched from funeral veils and midnight satin—clings to its frail wooden frame. Every hem is frayed as though moth-eaten by time, yet intricate silver embroidery still glitters like frost along the corset seams. Where a living bride would wear lace gloves, the puppet’s jointed fingers are bare maple, stained the color of old blood around the nails.

Most disturbing is the golden wedding band looped loosely around its right wrist—far too large to fit any finger, it slides and clinks with every jerky marionette twitch, an ironic mockery of vows never sworn. With each subtle movement, the dress sighs as if woven with whispers, and faint necromantic sigils pulse beneath the silk like bruises on pale skin. When the necromancer’s strings tug, the puppet’s cracked lips part in a silent laugh, and for an instant the bride of darkness seems poised to step out of her doll’s body and claim a life of her own.

Normal press (devoted yet unsettling)
“Wound me tighter, beloved master.”

Failsafe press (after the necromancer’s death – obsessive, ominous)
“Your heart has stopped; mine hunts. Death...won’t keep...us apart.”

Only the Necromancer can attune to this Item. Once he dies the failsafe activates and the message stays forever the same.

The Ring can be kept as a Trinket. Its inner is engraved with the following text: "LYSANDRA—MINE IN LIFE, MINE IN DEATH, MINE BEYOND THE LAST DAWN."

Staff of Healing rare DDEP4 - Reclamation of Phlan Show
Notes:

Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cure Wounds
1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration
2
Mass Cure Wounds
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds.

Nettle (Hand Crossbow +2) rare DDEP4 - Reclamation of Phlan Show
Notes:

Weapon (Hand Crossbow), Rare

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling.

Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently.

☐ (R) +1 Chain Mail rare Trade Log Show
Liriod (Pole of Collapsing) common WBW-DC-ZION-02 Alexanders Hand Show
Notes:

Wondrous item, common

While holding this 10-foot pole, you can use an action to
speak a command word and cause it to collapse into a 1-
foot-long rod, for ease of storage. The pole's weight doesn't
change. You can use an action to speak a different command
word and cause the rod to revert to a pole; however, the
rod will elongate only as far as the surrounding space
allows. This item is found in the Xanathar’s Guide to
Everything.

Sculpted along the shaft of this 1-foot-long rod made of
gray marble are two blue dragon wyrmlings fighting. When
this magic item reverts to a 10-foot pole, the rod splits in
half horizontally as it elongates, and a magical 9-foot long
crackling, harmless, black lightning connects both ends of
the pole.

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

Zion Strika (Boots of Speed) rare WBW-DC-ZION-02 Alexanders Hand Show
Notes:

Wondrous item, rare (requires attunement)

While you wear these boots, you can use a bonus action and
click the boots' heels together. If you do, the boots double
your walking speed, and any creature that makes an
opportunity attack against you has disadvantage on the
attack roll. If you click your heels together again, you end
the effect.

When the boots' property has been used for a total of 10
minutes, the magic ceases to function until you finish a long
rest. This item is found in the Dungeon Master’s Guide.
The boots are white in color and trimmed with gold.

While the effects of these boots are active, a bluish magical
illusion of a young human man wielding a glaive appears,
chasing you whenever you move, or distracting any
creature attempting to make an opportunity attack against
you.

🗹 (UC/AT) Auntie Sue’s Broom (...of Flying) uncommon Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)

This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it.

As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.

This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word.

☐ (R) Folding Boat rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

☐ (UC) Eyes of Minute Seeing uncommon Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

☐ (VR/AT) Tasha’s Creeping Keelboat very_rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, very rare (requires attunement)

This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.

The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

☐ (R/AT) Bracers of Defense rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

☐ (UC/AT) Winged Boots uncommon Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.

🗹 (C) Earring of Message common BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wondrous Item, Common

The blue crystal of this earring is wrapped with delicate copper wire styled in the shape of a flying serpent, the symbol of the Zhentarim.

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.

☐ (R/AT) Wand of Fireballs rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This black wand has red veins that resemble little antlers. It is warm to the touch, as if the embers of hell burn under its surface.

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.

☐ (R/AT) Moon Sickle +2 rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

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

A glowing platinum arabesque graces both sides of this sickle’s blade. The polished ivory hilt is carved in the likeness of a beautiful dryad.

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.

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

Rod, rare (requires attunement)

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.

☐ (R) Dimensional Shackles rare DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Wondrous item, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

☐ (R/AT) Rod of the Pact Keeper +2 rare DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

☐ (UC) Decanter of Endless Water uncommon DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.