Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Javelin of Lightning “Rrakkma’s Smite” uncommon SJ-DC-Flumph-01 Flurry of Flumphs Trade Log Show
Notes:

Javelin of Lightning “Rrakkma’s Smite”
Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Dungeon Master's Guide, p. 178

“This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’”

Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Pipe of Remembrances common FR-DC-WCAG-4 An Inside Job FR-DC-WCAG-4 An Inside Job Show
Notes:

Pipe of Remembrances
Wondrous item, common.

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.

Selûne's owl-eye glasses unique FR-DC-WCAG-4 An Inside Job FR-DC-WCAG-4 An Inside Job Show
Notes:

Selûne's owl-eye glasses
Wondrous item, unique

While wearing these glasses, as an action, you can instantaneously resummon a deceased, certed or Holiday Event vanity pet or mount that can be returned to life by the find familiar or find steed spells. Once returned to life, they have no new additions to the roles and abilities they had before death (for example, these glasses do not transform them into a familiar or steed). If you are not attuned to your glasses, that does not kill your pet.

https://files.d20.io/images/461018489/i_G-NH4EQoBskbjlOkaZQA/med.png?1760954787

The glasses can’t be used this way again until the next dawn.

Gnomish Pocket Knife (Glove of Thiefvery) uncommon FR-DC-WCAG-4 An Inside Job FR-DC-WCAG-4 An Inside Job Show
Notes:

Gnomish Pocket Knife (Glove of Thiefvery)
Wondrous Item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Charlatan's Die common FR-DC-WCAG-4 An Inside Job FR-DC-WCAG-4 An Inside Job Show
Notes:

Charlatan's Die
Wondrous item, common (requires attunement)

Whenever you roll this six-sided die, you can control which number it rolls.

Guardian Property: +2 Initiative

Mask of Many Fasihons (Cloak of Many Fasihons) common FR-DC-WCAG-03 Fixing the Pearl Fissures FR-DC-WCAG-03 Fixing the Pearl Fissures Show
Notes:

Mask of Many Fasihons (Cloak of Many Fasihons)
Wondrous item, common

"These theater masks usually have the appearance of a scowling or happy face but can turn into any mask the wearer desires. Perfect for your next performance on stage! In addition the masks are magically enhanced so that your voice can be heard even by the viewers that are far far away from stage."

While wearing this mask, you can use a bonus action to change the style, color, and apparent quality of it. The masks weight doesn't change. Regardless of its appearance, the mask can't be anything but a mask. Although it can duplicate the appearance of other magic masks, it doesn't gain their magical properties.

Minor Property: War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

Turtel Cloak (Cloak of the Manta Ray) uncommon FR-DC-WCAG-03 Fixing the Pearl Fissures FR-DC-WCAG-03 Fixing the Pearl Fissures Show
Notes:

Turtel Cloak (Cloak of the Manta Ray)
Wondrous Item, Uncommon (Requires Attunement)

"This cloak has a green turtle shell pattern and is magically infused so that the wearer can breathe underwater."

While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.

Emerald Pen uncommon FR-DC-WCAG-02 Murder all the Way Down FR-DC-WCAG-02 Murder all the Way Down Show
Notes:

Emerald Pen
Wondrous Item, uncommon

"This pen is a Aggretanui collectible and has a cute sea turtle pen cap. It writes in a jade green color and refills itself magically."

This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast Illusory Script at will, requiring no material components. This item is found in Fizban’s Treasury of Dragons.

Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.

Squallraider´s Jug of Plenty (Alchemy Jug) uncommon FR-DC-WCAG02-01 Mayhem in the Squallrider FR-DC-WCAG02-01 Mayhem in the Squallrider Show
Notes:

Squallraider´s Jug of Plenty (Alchemy Jug)
Wondrous Item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.
You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute.
The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

This item is found in the Dungeon Masters Guide.

Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds.
Butterflies and other harmless creatures might frolic in the item’s presence.

This souvenir jug is only available aboard Agrettanui and is typically sold to travelers at a hefty price. The cylindrical vessel is the size of a canteen and comes with a shoulder strap that lets one carry it with ease. A stylized image of the dragon turtle is emblazoned on its side, showing off to the world that the bearer has experienced the luxury voyage.

https://files.d20.io/images/429229363/sQDX2svXXIEO5gqMUq_h6Q/max.jpg?1739714178

Bag of Holding uncommon DRW-INT-01 Big Problems DRW-INT-01 Big Problems Show
Notes:

Bag of Holding
Wondrous item, uncommon

A red leather bag.

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Spider Staff rare DDHC-LMOP-4 Wave Echo Cave DDHC-LMOP-4 Wave Echo Cave Show
Notes:

Spider Staff
Staff, rare (requires attunement by a Bard, Sorcerer, Warlock, or Wizard)

The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.

The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.

The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Lightbringer (Mace +1) uncommon DDHC-LMOP-4 Wave Echo Cave DDHC-LMOP-4 Wave Echo Cave Show
Notes:

Lightbringer (Mace +1)
Weapon (Mace), Uncommon

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures

Dragonguard (Breastplate) rare DDHC-LMOP-4 Wave Echo Cave DDHC-LMOP-4 Wave Echo Cave Show
Notes:

Dragonguard (Breastplate)
Armor (Medium Armor), rare

This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.

Wand of Magic Missiles uncommon DDHC-LMOP-4 Wave Echo Cave DDHC-LMOP-4 Wave Echo Cave Show
Notes:

Wand of Magic Missiles
Wand, Uncommon

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Gauntlets of Ogre Power uncommon DDHC-LMOP-4 Wave Echo Cave DDHC-LMOP-4 Wave Echo Cave Show
Notes:

Gauntlets of Ogre Power
Wondrous Item, Uncommon (Requires Attunement)

While you wear these gauntlets, your Strength becomes 19. If your Strength is already 19 or higher, the gauntlets have no effect on you.

Boots of Striding and Springing uncommon DDHC-LMOP-4 Wave Echo Cave DDHC-LMOP-4 Wave Echo Cave Show
Notes:

Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)

While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.

Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.

Ring of Jumping uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-03 Reach for the Stars Show
Notes:

Ring of Jumping
Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Wand of Magic Missiles uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-03 Reach for the Stars Show
Notes:

Wand of Magic Missiles
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.

Goggles of Night uncommon DDHC0-DoIP-10 Mountain's Toe Gold Mine DDHC0-DoIP-10 Mountain's Toe Gold Mine Show
Notes:

Goggles of Night
Wondrous item, uncommon

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

Boots of Elvenkind uncommon DDAL-DRW-INT-03 A Red Day for Eleventree DDAL-DRW-INT-03 A Red Day for Eleventree Show
Notes:

Boots of Elvenkind
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.