Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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.

Belly Dance Belt (Reveler's Concertina) rare KftgV - 05 - Tockworth's Clockworks Trade Log Show
Notes:

Belly Dance Belt (Reveler's Concertina)
Wondrous item, instrument, rare (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 concertina, you gain a +2 bonus to the saving throw DC of your bard spells.

As an action, you can use the concertina to cast Otto's irresistible dance from the item. This property of the concertina can't be used again until the next dawn.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

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.

Chest of Preserving common FR-DC-FET-02 Vatras Abyss FR-DC-FET-02 Vatras Abyss Show
Notes:

Chest of Preserving
Wondrous Item, Common

This chest was used by Clauthya to store the Memories of her victims.
https://files.d20.io/images/428717567/PmiUT8HS41UKDCjnyCD-dQ/max.jpg?1739389254

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

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.

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.

Earring of Message common BMG-DRWEP-OD-01 The Enemy of My Enemy BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Earring of Message
Wondrous Item, Common

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

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.

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.

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.

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.

Grûmsh Bryndrak (Glaive +2) rare FR-DC-FET-02 Vatras Abyss FR-DC-FET-02 Vatras Abyss Show
Notes:

Grûmsh Bryndrak (Glaive +2)
Weapon (Glaive), Rare

Grûmsh Bryndrak was the weapon of the powerful death giant “Clauthya”. Sent by the Raven Queen to capture the memories of a powerful enemy, she did not expect the intervention of a brave group of adventurers. Grûmsh Bryndrak is made up of the words Grûmsh (meaning the reaper or the reaper's blade) and Bryndrak (the shining one). It is a 7 foot long weapon with a dark blade attached to the end. A weapon whose power would be worthy of the Reaper himself.
https://files.d20.io/images/428307646/dCr50ws1P7hSvapwtsSvpA/med.jpg?1739116947

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light.

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.

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.

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.

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.

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.

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.

Moonsickel +2 rare BMG-DRWEP-OD-01 The Enemy of My Enemy BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Moonsickel +2
Weapon (sickle), rare (requires attunement by a druid or ranger)

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

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.