Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Helm of Telepathy uncommon Award CCC-GHC-BK1-07 The Peculiar Case of Selptan Feline Show
Notes:

Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

Dust of Dryness uncommon CCC-UK-1 Call of the Elvenflow CCC-UK-1 Call of the Elvenflow Show
Notes:

Dust of Dryness
Wondrous Item, uncommon

This hessian pouch contains powdered butternut husks from the hamlet of Buttergroves. As you open the pouch, the mouthwatering aroma of fried fish fills the air around you.

This small packet contains 7 pinches of dust. You can use an Action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

Someone can use an Action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

Hat of Disguise (shaped like a conical party hat) uncommon WBW-DC-FWF An Invitation - No Strings Attached WBW-DC-FWF An Invitation - No Strings Attached Show
Notes:

Hat of Disguise (shaped like a conical party hat)

Wondrous item, uncommon (requires attunement)

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.

Minor Property: Harmonious

Attuning to this item takes only 1 minute.

Rope of Mending common WBW-DC-FWF An Invitation - No Strings Attached WBW-DC-FWF An Invitation - No Strings Attached Show
Notes:

Rope of Mending

Wondrous item, common

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Minor Property: Sentinel (Dragon)

This item glows faintly when dragon creatures are within 120 feet of it.

+1 All-Purpose Tool uncommon WBW-DC-FWF Do You Know Da Wey WBW-DC-FWF Do You Know Da Wey Show
Notes:

+1 All-Purpose Tool

Wondrous item, uncommon (requires attunement by an artificer)

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Additional Minor Property:

Since this tool has been carved out of the Treant Key Duot'ho's own wood, it is infused with a glimpse of his power (his voice):

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.

Orb of Time common WBW-DC-FWF Do You Know Da Wey WBW-DC-FWF Do You Know Da Wey Show
Notes:

Orb of Time
Wondrous item, common 3 lb.

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Dryad's Cloak (Cloak of Protection) uncommon DDAL00-02A The Darkwood Webs (Lost Tales of Myth Drannor) DDAL00-02A The Darkwood Webs (Lost Tales of Myth Drannor) Show
Notes:

Dryad's Cloak (Cloak of Protection)
Wondrous Item, uncommon (requires attunement)

This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak.

Stone of Good Luck (Luckstone) uncommon DDAL00-02B The Weirding Vats (Lost Tales of Myth Drannor) DDAL00-02B The Weirding Vats (Lost Tales of Myth Drannor) Show
Notes:

Stone of Good Luck (Luckstone)
Wondrous Item, uncommon (requires attunement)

While this stone is on your person, you gain a +1 bonus to ability checks and saving throws.

This stone is made of murky, green crystal and is set on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch.

Stinger (Hand Crossbow +1) uncommon lvl 5 Magic Item Chose DDAL00-02B The Weirding Vats (Lost Tales of Myth Drannor) Show
Notes:

Stinger (Hand Crossbow +1)
Weapon (hand crossbow), uncommon

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

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Velahr`Kerym (Flame Tongue Longsword) uncommon DDAL00-02D Echoes of the Weeping War DDAL00-02D Echoes of the Weeping War Show
Notes:

Velahr`Kerym (Flame Tongue Longsword)
Weapon, rare (requires attunement)

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Lyre of Velvet Eclipse (Rhythm-Maker’s Drum +1) uncommon Level 5 Magicitem Chose Reworkt/Umbau Starting Log and Rest Changes for 2024 Rules Show
Notes:

Lyre of Velvet Eclipse (Rhythm-Maker’s Drum +1)
Wondrous Item, Uncommon (requires attunement by a Bard)

The Lyre of the Velvet Eclipse is a hauntingly elegant instrument crafted from obsidian-dark heartwood that seems to shimmer with a faint, rosy undertone — like wine swirling over polished glass. Its strings glisten silver-white, reminiscent of Lyra’s own hair, yet when plucked they give off a warm, intimate glow that shifts between blush pink and deep infernal crimson.

Along the curved frame, subtle carvings depict flowing silhouettes entwined in dance, their forms halfway between mortals and shadows. The carved figures seem to move in the corner of one’s eye, swaying to music unheard by anyone but Lyra.

At the top, a small inlay of infernal silver forms a stylized emblem:
the three-ringed crest of Azzagrat, Graz’zt’s triple realm.

While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Graz’zt’s Honeyed Edict (Vicious Whip) rare Tradet With The Great Vigilante (JinxedBear) Trade Log Show
Notes:

Graz’zt’s Honeyed Edict (Vicious Whip)
Weapon (whip), rare
Martial weapon (melee), 3 lb.

Damage: 1d4 slashing
Properties: Finesse, Reach
Mastery: Slow

This weapon is a length of living shadow that coils around her thigh like a lacy garter when at rest. When she reaches for it, the “garter” unspools into a sleek black whip edged in ember-red, its handle shaped like the sigil of Graz’zt. The barbed tip resembles the spade of her own tail.

It exudes a faint scent of perfume and brimstone, and a soft, teasing whisper in Abyssal rides each crack of the lash—often repeating whatever blasphemy or promise she just spoke.

Extra Damage. This magic weapon deals an extra 2d6 slashing damage to any creature it hits. The wounds it leaves briefly form curling, abyssal script before bleeding normally.

Finesse. When making an attack with this weapon, you use your choice of Strength or Dexterity for the attack and damage rolls (the same modifier for both).

Reach. Your reach with this weapon is 5 feet greater than normal, including for opportunity attacks.

Mastery — Slow. When you hit a creature with this weapon and deal damage to it, you can suffuse the pain with decadent lethargy, reducing that creature’s Speed by 10 feet until the start of your next turn. Being hit multiple times by weapons with this property doesn’t reduce its Speed by more than 10 feet.

Abyssal Messenger’s Mark (Flavor).
Those struck by the Honeyed Edict swear they hear a second voice layered beneath hers—Graz’zt’s own—planting half-remembered desires and commands. When she uses the whip to “sign” a message in the air or along a wall, the lines briefly glow like fresh scratches before fading, leaving the words imprinted only in the minds of those who witnessed it.

Radiance uncommon DDHC-CM06 The Price of Beauty DDHC-CM06 The Price of Beauty Show
Notes:

Radiance
Wand, uncommon (requires attunement by a spellcaster)

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Gloves of Thievery uncommon DDHC-KftGV Vidorant's Vault DDHC-KftGV Vidorant's Vault Show
Notes:

Gloves of Thievery
Wondrous Item, Uncommon

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

Ring of Evasion rare DDHC-KftGV Vidorant's Vault DDHC-KftGV Vidorant's Vault Show
Notes:

Ring of Evasion
Ring, Rare (Requires Attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.

Shortsword +1 uncommon DDHC-KftGV Vidorant's Vault DDHC-KftGV Vidorant's Vault Show
Notes:

Shortsword +1
Weapon (Shortsword), Uncommon

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