Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Eyes of Charming uncommon AMER-01 Asleep and Awake Assignment 1 Season 11b Show
Notes:

Eyes of Charming
Wondrous item, uncommon (requires attunement)

These Crystal lenses fit over the eyes. They have 3 Charges. While wearing them, you can expend 1 charge as an Action to cast the Charm Person spell (save DC 13) on a Humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended Charges daily at dawn.

Pearl of Power uncommon DDHC00-GSM-03 Danger at Dunwater DDHC00-GSM-03 Danger at Dunwater Show
Notes:

Pearl of Power
Wondrous item, major tier, uncommon (requires attunement by a spellcaster)

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

Helm of Underwater Action uncommon DDHC00-GSM-03 Danger at Dunwater DDHC00-GSM-03 Danger at Dunwater Show
Notes:

Helm of Underwater Action
Wondrous item, uncommon (requires attunement)

While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.

Headband of Intellect uncommon DDHC00-GSM-04 Salvage Operation DDHC00-GSM-04 Salvage Operation Show
Notes:

Headband of Intellect
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.

Wand of Secrets uncommon DDAL08-01 - The Map with No Names DDAL08-01 - The Map with No Names Show
Notes:

Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.

Goggles of Night uncommon DDAL08-02 - Beneath the City of the Dead DDAL08-02 - Beneath the City of the Dead Show
Notes:

Goggles of Night
Wondrous Item, 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.

This item is found on Magic Item Table B in the Dungeon Master’s Guide.

These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.

Ring of Mind Shielding uncommon DDAL08-04 - A Wrinkle in the Weave DDAL08-04 - A Wrinkle in the Weave Show
Notes:

Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Javelin of Lightning uncommon DDAL08-05 - The Hero of the Troll Wars DDAL08-05 - The Hero of the Troll Wars Show
Notes:

Javelin of Lightning
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. This item is found on Magic Item Table F in the Dungeon Master’sGuide.

This javelin glows an angry red when within 120 feet of a troll.

Cloak of Protection uncommon DDAL08-06 - Purging the Blood DDAL08-06 - Purging the Blood Show
Notes:

Cloak of Protection
Wondrous Item, uncommon (requires attunment)
You gain a +1 bonus to AC and saving throws while you wear this cloak. This item is found on Magic Item Table F in the Dungeon Master’s Guide.

While wearing this dark red cape, your skin takes on a deathly pallor.

Belly Dance Belt (Rhythm-Maker's Drum +1) uncommon lvl 5 Magic Item Chose DDAL08-06 - Purging the Blood Show
Notes:

Belly Dance Belt (Rhythm-Maker's Drum +1)
Wondrous item, uncommon (requires Attunement by a bard)

This reddish-gold fabric belt consists of a series of gold coins embossed with Calimshan and Anchoron as well as various toning bells.

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.

Instrument of the Bards: Macfuirmidh Cittern uncommon CCC-THENT01-03 The Dreaming Relic T1 Trade Log Show
Notes:

Instrument of the Bards: Macfuirmidh Cittern
Wondrous item, uncommon (requires attunement)

This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern.

A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the cittern has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

The cittern can cast the following spells:

barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil.

Mace of Smiting rare DDAL08-07 - Into the Dark DDAL08-07 - Into the Dark Show
Notes:

Mace of Smiting
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

This head of the mace of smiting features an angry dwarven face. The ghost of Reizzlerum Caskview still maintains a connection to the weapon, causing the owner to gain an unending thirst for good ale. As the owner becomes intoxicated, the face on the mace shifts to appear more drunkenly joyful. The longer the owner goes without a drink, the angrier the face appears.

Lantern of Revealing uncommon DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders 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.

Serpent Scale Armor uncommon DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders Show
Notes:

Serpent Scale Armor
Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Chime of Opening rare DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders Show
Notes:

Chime of Opening
Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

Serpent's Fang rare DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders Show
Notes:

Serpent's Fang
Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Glamoured Studded Leather rare WBW-DC-FWF Book It & Bale Out Assignment 1 Season 12 a Show
Notes:

Glamoured Studded Leather

AC 12 + Dex, Light armor, rare, 13 lb.

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Minor Property: Gleaming - This item never gets dirty.

Amulet of Health rare DDAL08-10 - The Skull Square Murders DDAL08-10 - The Skull Square Murders Show
Notes:

Amulet of Health
Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Fell Stinger (Wand of Fireballs) rare SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee Trade Log Show
Notes:

Fell Stinger (Wand of Fireballs)
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 Fireball 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.

This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships.

In addition, this magic item bears the War Leader minor property: 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.

Tentacle Rod rare CCC-GHC-BK1-03 - The Darkest Knight CCC-GHC-BK1-03 - The Darkest Knight Show
Notes:

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.