Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Cloak of Billowing common WBW-DC-TCW-AVG-1 WBW-DC-TCW-AVG-1 Show
Notes:

Cloak of Billowing
Wondrous Item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.

Mystery Key common FR-DC-TiS Trapped in Sanity FR-DC-TiS Trapped in Sanity Show
Notes:

Mystery Key
Wondrous Item, Common

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.

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.

Candle of the Deep common FR-DC-RAY-07 Green Lady's Lament FR-DC-RAY-07 Green Lady's Lament Show
Notes:

Candle of the Deep
Wondrous item, common

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Minor Property
Sentinel. This item glows faintly when Undead are within 120 feet of it.

Boots of Striding and Springinge uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Boots of Striding and Springinge
Wondrous item, uncommon (requires attunement)

While you wear thes 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.

Dragonhide Belt +1 uncommon Magic Item Chose lvl 5 StartingLog (Akrualisiert: 22.12.2022) Show
Notes:

Dragonhide Belt +1

Wondrous item, uncommon (+1) (requires attunement by a monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity.

In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.

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

Stone of Good Luck
adventuring gear (wondrous item), Uncommon
Requires Attunement

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

Goggles Of Night uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Goggles Of Night
adventuring gear (wondrous item, eyes),Uncommon

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.

Emerald Kidgloves (Gloves of Thievery) uncommon CCC-BMG-10 HILL 01-01 Arrival CCC-BMG-10 HILL 01-01 Arrival Show
Notes:

Emerald Kidgloves (Gloves of Thievery)

Wondrous item, uncommon

These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.

While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation

Rapier of Warning uncommon DDHC-JRC-06 Sins of Our Elders DDHC-JRC-06 Sins of Our Elders Show
Notes:

Rapier of Warning
Weapon, uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Remembering the ancestors. Dae Won-Ha calls upon the spirit of one of your ancestors to inhabit this weapon and watch over you.

Eldritch Claw Tattoo uncommon SJ-DC-EBAL-SPKY-01 Assignment 3 Season 12 c Show
Notes:

Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes.

While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul.

As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad

Battleaxe +1 uncommon DDHC-KftGV Heart of Ashes DDHC-KftGV Heart of Ashes Show
Notes:

Battleaxe +1
Weapon (battleaxe), uncommon

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

Sending Stones uncommon DDHC-KftGV-06 Masterpiece Imbroglio DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

Sending Stones
Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Lantern of Revealing uncommon DDHC-KftGV-06 Masterpiece Imbroglio DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

Lantern of Revealing
Wondrous item, uncommon

While lit, 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. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

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 Spells:
2x Mirror Image

Shadowfell Brand Tattoo rare PO-BK1-01: Autumn Burns Red Assignment 3. Season 50th Anniversary B Show
Notes:

Shadowfell Brand Tattoo
Wondrous item (tattoo), rare (requires attunement)

Produced by a special needle, this magic tattoo is dark in color and abstract.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.

Necklace of Prayer Beads (1x Blessing, 3x Curing, 2x Favor) rare DDHC-KftGV-06 Masterpiece Imbroglio DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

Necklace of Prayer Beads (1x Blessing, 3x Curing, 2x Favor)
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk

Longbow of Conflagration rare FR-DC-RAY-07 Green Lady's Lament FR-DC-RAY-07 Green Lady's Lament Show
Notes:

Longbow of Conflagration
Martial weapon, ranged weapon, rare (requires attunement)

Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

Minor Property: Harmonious. Attuning to this item takes only 1 minute.

"I will banish the darkness that hangs heavy in your shadows. I will bring clarity and warmth to the disillusioned and cold. Follow my light, and we will walk in the light as one."

When you put an arrow on the string of this bow and you feel lost and desperate, it whispers words of encouragement to you.

Freedom (Longbow +2) rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Freedom (Longbow +2)
Weapon (longbow), rare

You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.

Neves Bogen wurde mit Young Remorhazmaterial aufgearbeite. Dieser wirkt jetz wenn man in auf den ersten Blick ansieht aus als würde er sich bewegen aber bei genauerem hinschaun dann doch nicht.

Ring of Protection rare 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.

Ring of Animal Influence rare DDHC-KftGV-06 Masterpiece Imbroglio DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

Ring of Animal Influence
Ring, rare

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