Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Mask of the Shaman (Hat of Wizardry) common SJ-DC-YZ – 01 – 03 – Shaman's Legacy SJ-DC-YZ – 01 – 03 – Shaman's Legacy 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.

Pipes of the Sewers uncommon DDHC-XGE-01 Rats of Waterdeep DDHC-XGE-01 Rats of Waterdeep Show
Notes:

Pipes of the Sewers
Wondrous item, uncommon (requires attunement)

You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.

The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn.

Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an Action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no ACTIONS. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.

These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet.

Ring of Fire Resistance rare DDAL08-08 Crypt of the Dark Kiss DDAL08-08 Crypt of the Dark Kiss Show
Notes:

Ring of Fire Resistance
Ring, Major, Rare (Requires Attunement)

You have resistance to fire damage while wearing this ring.

This simple ring of twisted brass wire is warm to the touch.

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

This ornate silver ring is engraved with the words "Be where they are not" in the Alzhedo language of southwestern Faerûn.

Ring of Swimming uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
Notes:

Ring of Swimming
Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

Scimitar +1 uncommon DDHC-TOA-9 Ruins of Matolo Trade Log Show
Notes:

Scimitar +1
Uncommon
Scimitar +1 Weapon (Scimitar), uncommon You have a +1 bonus to attack and damage rolls made with this weapon.

Shaman's Ring (Pearl of Power) uncommon SJ-DC-YZ – 01 – 03 – Shaman's Legacy SJ-DC-YZ – 01 – 03 – Shaman's Legacy Show
Notes:

Shaman's Ring (Pearl of Power)
Wondrous item, uncommon (requires Attunement by a spellcaster)

While this pearl is on your person, you can use an Action to speak this pearl’s Command word and regain one expended spell slot. If the expended slot was 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.

Sentinel: The pearl glows faintly when a Elemental is within 120 feet of it.

Wand of Lightning Bolts rare DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs Show
Notes:

Wand of Lightning Bolts
Wand, Major, 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 lightning bolt 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 wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.