Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross) common WBW-DC-MOM-01 One Moment Assignment 4. Season 50th Anniversary B Show
Notes:

Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross)
Wand, common

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

Bone Quill (Rod of the Pact Keeper +1) uncommon Magic Item Chose lvl 5 Catching up und mini Umbau Show
Notes:

Bone Quill (Rod of the Pact Keeper +1)
Rod, uncommon (requires attunement by a warlock)

This long quill is made of gray material that resembles bone, its writing tip appears to be made of obsidian and has a white nib with red tips attached to the other end.

While holding this rod, you gain a +1 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.

Rod of the Pact Keeper +2 rare FR-DC-TiS Trapped in Sanity Trade Log Show
Notes:

Rod of the Pact Keeper +2
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 spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.

Minor Property: Guardian +2 on Initiative

"Forgotten Pharaoh's Veil" (+2 Studded Leather Armor) very_rare Event Trading Post zum DDAL-DRW-EP-03 When the Lights went out in Candlekeep Trade Log Show
Notes:

+2 Studded Leather Armor
Light armor (studded leather armor), very rare

You have a +2 bonus to AC while wearing this armor.

This +2 Studded Leather Armor is woven from silk and bandages once used as the burial wrappings of an ancient pharaoh whose name has been lost to time. Its crimson shroud drifts around the wearer like living smoke, obscuring their silhouette. While wearing this armor, you can hear faint whispers from any dead creature within 30 feet — always just too quiet to discern their meaning.

Ring of Spell Storing rare DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Ring of Spell Storing
Ring, rare (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.
Stored: 2x Mirror Image

Stone of Good Luck uncommon DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Wand of the War Mage +2 rare DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Wand of the War Mage +2

Wand, rare (requires attunement by a spellcaster)

While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Ring of Protection uncommon DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Jade bead bracelets (Bracers of Defense) rare DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Jade bead bracelets (Bracers of Defense)
Wondrous rare, Requires Attunement

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

Ring of Animal Influence rare DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Ring of Animal Influence
Ring, rare

A carved jade ring, a panther ready to strike

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

• Animal friendship (save DC 13)

• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower

• Speak with animals

Ring Of Fire Resistance rare DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Ring Of Fire Resistance
Ring, rare (requires attunement)

A carved jade ring, one in the form of a man holding the moon

You have resistance to fire damage while wearing this ring.

Longsword +1 uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Longsword +1
Melee weapon (martial, longsword), uncommon

The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.

You have a +1 bonus to attack and damage rolls made with this weapon.

Ring of Protection uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Balance of Harmony uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Balance of Harmony
Wondrous item, uncommon

This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.

Periapt of Wound Closure uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Stone of Ill Luck uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Stone of Ill Luck
Wondrous item, uncommon (requires attunement)

This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item’s property while on your person.

Curse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.

Ferret Mask (Hat of Disguise) uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Ferret Mask (Hat of Disguise)
Wondrous item, uncommon (requires attunement)

A ferret-faced, feathered mask.

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Wand of Lightning Bolts rare DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt 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.

Eagle Whistle rare DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Eagle Whistle
Wondrous item, rare

While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.

Mace +1 uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Mace +1
Melee weapon (simple, mace), uncommon

You have a +1 bonus to attack and damage rolls made with this weapon.