Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ (C) Heward's Handy Spice Pouch common SJ-DC HIPS Hiding in Plain Sight SJ-DC HIPS Hiding in Plain Sight Show
Notes:

Wondrous item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

🗹 (C) Moon-Touched Greatsword common DDAL-DRW-17 Expedition to the Supreme Forge Trade Log Show
Notes:

Weapon (Greatsword), Common

The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

🗹 (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.

🗹 (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.

🗹 (C/AT) Dark Shard Amulet (Guardian Property) common WBW-DC-FWF Go Fast – Faster – Fey Trade Log Show
Notes:

Wondrous item, common (requires attunement by a warlock)

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the warlock 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.

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

🗹 (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.

Spelljammer Suit (Cast-Off Half-Plate, Beacon) common FR-DC-MIND Mindflayed Adventures Show
Notes:

Armor (medium), common

You can doff this armor as an action.

This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck.

Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light.

☐ (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.

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.

☐ (UC/AT) Boots of Striding and Springing uncommon DDHC-Tales of The Yawning Portal - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Wondrous Item, uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

☐ (UC) Mithral Chain Mail uncommon DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

☐ (UC/AT) Stone of good Luck uncommon DDHC-Tales of The Yawning Portal - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Requires Attunement

While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

☐ (UC) Battleaxe +1 uncommon DDHC-KftGV-10 - Heart of Ashes Show
☐ (UC) Shield +1 uncommon DDHC-KftGV-10 - Heart of Ashes Show
☐ (UC) Goggles of Night uncommon DDHC-Tales of The Yawning Portal - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

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

☐ (UC) Wand of Magic Missiles uncommon DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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.

☐ (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.

☐ (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.

☐ (UC) Gem of Brightness uncommon SJ-DC HIPS Hiding in Plain Sight SJ-DC HIPS Hiding in Plain Sight Show
Notes:

Wondrous item, uncommon

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

  • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

☐ (UC) Boots of Elvenkind uncommon DDHC-DoSI Cursed Shipwreck DDHC-DoSI Cursed Shipwreck Show
Notes:

Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.