Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Shield +1 uncommon Level 5 Reward Keys from the Golden Vault - Prisoner 13 Show
Notes:

Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Mithral Half Plate uncommon Belohnung Golden Vault DDHC-Keys from the Golden Vault-01-The Murkmire Malevolence Show
Notes:

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Cloak of Displacement rare Belohnung Golden Vault Keys from the Golden Vault - Prisoner 13 Show
Notes:

Wondrous item, rare (requires attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Guardian Emblem uncommon SJ-DC-MB06-ATFT A Taste for Trouble Show
Notes:

Wondrous Item (holy symbol), uncommon (requires attunement by a cleric or paladin)

This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.

The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn.

This item is a tortle family relic, handed down from generation to generation. It was crafted from toenails of an ancient tortle ancestor.

Unbreakable The item can’t be broken. Special means must be used to destroy it.

Wand of Binding rare Keys from the Golden Vault - Prisoner 13 Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges for the following properties. It 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.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

Mithral Armor (Plate) uncommon Keys from the Golden Vault - Prisoner 13 Show
Notes:

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Slippers of Spider Climbing uncommon Keys from the Golden Vault - Prisoner 13 Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Cap of Water Breathing uncommon Keys from the Golden Vault - Prisoner 13 Show
Notes:

Wondrous item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Boots of striding and springing uncommon Keys from the Golden Vault - Tocksworth's Clockworks Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these 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.

Driftglobe uncommon Keys from the Golden Vault - Tocksworth's Clockworks Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the Daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Stone of good luck uncommon Keys from the Golden Vault - Tocksworth's Clockworks Show
Notes:

Wondrous item, uncommon (requires attunement)

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

Astromancy Archive rare SJ-DC-RTR-PL-01 The Herd Show
Notes:

Wondrous item, rare (requires attunement by a wizard)

3 lb.

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Kagonesti Forest Shroud rare Trade Log Show
Notes:

Wondrous Item, Rare (Requires Attunement)

This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.

Cloak of Displacement rare CCC-SFBAY-0201 Old Enemies Arise Show
Notes:

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Necklace of Prayer Beads rare DDHC-TYP - White Plume Mountain Show
Notes:

2x Bless
2x Cure
1x Smite
1x Wind Walk

Ring of Spell Storing rare DDHC-TYP - White Plume Mountain Show
Notes:

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.

Armor of Vulnerability (slashing) rare DDHC-TYP - White Plume Mountain Show
Notes:

Armor (plate), rare (requires attunement)

While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.

Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance).

Chain Mail +1 rare DDHC-TYP - White Plume Mountain Show
Notes:

Armor (heavy), rare

You have a +1 bonus to AC while wearing this armor.

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

Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing Heavy Armor. In addition, whenever you jump, you can jump three times the normal distance.

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

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.