Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ (R/AT) Bracers of Defense rare DDAL00-02C Spawn of the Maimed Virulence DDAL00-02C Spawn of the Maimed Virulence Show
Notes:

Wondrous item, rare (requires attunement)

Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

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

☐ (R/AT) Belt of Hill Giant Strength rare CCC-SFBAY-02-03 The Risen Minotaur Lord Trade Log Show
Notes:

(Wondrous Item, rare, requires attunement)

While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.

☐ (R/AT) Cloak of Displacement rare CCC-SFBAY-02-01 Old Enemies Arise Trade Log Show
Notes:

Wondrous item, 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.

🗹 (C) Hat of Vermin common CCC-GHC-BK03-02 The Girl with the wet Nose Trade Log Show
Notes:

Wondrous Item, common

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

☐ (R/AT) Battering Shield common BMG-DRW-OD-02 Something Wicked BMG-DRW-OD-02 Something Wicked Show
Notes:

Armor (Shield), Rare (Requires Attunement)

The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight.
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.

🗹 (C) Cloak of Many Fashions common BMG-DRW-OD-02 Something Wicked BMG-DRW-OD-02 Something Wicked Show
Notes:

Wondrous Item, Common

This cloak is a leather capelet colored a dark forest green.
When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become.
At the end of the cloak’s transformation sequence, the wearer drifts back to the ground.

While wearing this cloak, you can use a bonus actionto 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.

☐ (R/AT) Bracers of Defense rare BMG-DRW-OD-01 Something in the Way BMG-DRW-OD-01 Something in the Way 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.

The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.

(consumeable) Psionic Passkey (Chime of Opening) rare FR-DC-MIND Mindflayed Adventures Show
Notes:

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 Tracking: Undead common DDHC-JRC-06 Sins of Our Elders Show
Notes:

Wondrous item, common

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.
Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.

Ring of Mind Shielding uncommon DDHC-JRC-06 Sins of Our Elders Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Weapon of Warning rare DDHC-JRC-06 Sins of Our Elders Show
(R/AT) Cloak of Displacement rare DDAL05-05 A Dish best served cold Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While you wear this cloak, it magically 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 your Speed is 0.

This cloak is made of the pelt of a smooth, black furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

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."

☐ (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.

☐ (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.