Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Headband of Intellect uncommon DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert Trade Log Show
Notes:

Headband of Intellect
Wondrous Item, Uncommon (Requires Attunement)

This diadem consists of finely intertwined silver chains that drape across the forehead in elegant, almost plant-like patterns. At its center rests a teardrop-shaped aquamarine, framed by filigree elven runes that glow pale blue upon concentration. It appears understated and noble—more a fairy jewel than an artifact, yet imbued with ancient wisdom.

Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Eyes of the Eagle uncommon FR-DC-FOS-06 Down to Safety FR-DC-FOS-06 Down to Safety Show
Notes:

Eyes of the Eagle
Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight.

In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Minor Property: Gleaming
This item never gets dirty.

Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sämtlicher Dreck perlt ohne Rückstände sofort davon ab. Sehr nützlich, gerade weil man ja durchgucken muss.

Wand of Magic Missiles uncommon CCC-WWC-01 In the Face of Fear CCC-WWC-01 In the Face of Fear 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.

Mask of the Shaman (Hat of wizardry) common SJ-DC-YZ – 01 – 03 – Shaman's Legacy Trade Log Show
Notes:

Mask of the Shaman (Hat of wizardry)
Wondrous item, common (requires attunement by a wizard)

This antiquated, weird shaped Mask reminds of Dragonborn & Lozardfolk Shamans. While you are wearing it, you gain the following benefits:

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

Language: The bearer can speak and understand draconic while the item is worn.

Trident of Fish Command uncommon CCC-WWC-02 Dark Waters of Hate CCC-WWC-02 Dark Waters of Hate Show
Notes:

Trident of Fish Command
Weapon (Trident), Uncommon (Requires Attunement)

This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.

Bag of Holding uncommon CCC-WWC-03 Tyrant of the Forgotten Forge CCC-WWC-03 Tyrant of the Forgotten Forge Show
Notes:

Bag of Holding
Wondrous Item, Uncommon

This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.

Arcane Grimoire +1 uncommon Lvl 5 Item Chose CCC-WWC-04 The Black Hand Show
Notes:

Arcane Grimoire +1
Wondrous item, uncommon (requires attunement by a wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Cloak of Protection uncommon CCC-WWC-04 The Black Hand CCC-WWC-04 The Black Hand Show
Notes:

Cloak of Protection
Wondrous Item, Uncommon (Requires Attunement)

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

Ring of Warmth uncommon CCC-WWC-05 Tyrant of Orcs CCC-WWC-05 Tyrant of Orcs Show
Notes:

Ring of Warmth
Ring, Uncommon (Requires Attunement)

If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.

In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.