Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Boots of Striding and Springing uncommon Trade Log Show
Notes:

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.

Boots of Striding and Springing uncommon 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.

Figurine of Wondrous Power (Silver Raven) uncommon CCC-BMG MOON 11-2 A Darkened Court Show
Notes:

Wondrous Item, uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Eyes of Minute Seeing uncommon DDHC-CM The Canopic Being Show
Notes:

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Hat of Disguise uncommon DDHC-CM The Canopic Being Show
Notes:

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.

Hat of Disguise uncommon Trade Log Show
Notes:

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.

Periapt of Wound Closure uncommon CCC-BMG-11 HILL 01-02 Exodus Show
Notes:

This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long, graceful fingers holding a set of three small crystals. It does have one minor drawback. Unless the wielder is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each use. The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary from use to use. A description of this item can be found on page 184 of the Dungeon Master’s Guide.

Decanter of Endless Water uncommon WBW-DC Run, It's Not Running (Seed: So...Thirsty...) Show
Notes:

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Alchemy Jug(blue and orange) uncommon DDHC-CM Zikran's Zephyrean Tomes Show
Notes:

Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Amulet of the Devout +1 uncommon CCC-TAROT-0106 Lies in the Moonlight Show
Notes:

Wondrous item, uncommon (requires Attunement by a Cleric or paladin)

This Amulet bears the Symbol of a deity inlaid with precious stones or metals. While you wear the holy Symbol, you gain a +1 bonus to spell Attack rolls and the saving throw DCs of your Spells.

While you wear this Amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Eyes of the Eagle uncommon CCC-BMG MOON 15-1 Shattered Omens Show
Notes:

Wondrous Item, uncommon (requires attunement)
These crystal lenses fit over the eyes.
While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight.
In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

These crystal lenses could be mistaken for a masquerade mask due to their elegant golden plumage.

Robe of Useful Items uncommon Trade Log Show
Notes:

This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality.

The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack
2x bag of 100 gp
1x Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
1x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself
1x Wooden ladder (24 feet long)
1x Rowboat (12 feet long)
1x 2 mastiff

Adamantine Half Plate uncommon DDAL00-01 Window to the Past_Session1 Show
Notes:

Armor (any metal), uncommon
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection.
A description of this item can be found in the Dungeon Master’s Guide.

Moon Strike uncommon CCC-TAROT-0106 Lies in the Moonlight Show
Notes:

Dieser kunstvoll geschnitzte Kurzbogen war ein Geschenk der Mondelfen von Cormanthor. In der Dunkelheit oder bei schwachem Licht erscheinen die von diesem Bogen abgeschossenen Pfeile als helle Streifen aus Mondlicht, während sie auf ihr Ziel zufliegen.

Sling Bullets +1 (5 Stück) uncommon WBW-DC Run, It's Not Running (Seed: So...Thirsty...) Show
Notes:

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Goggles of Night uncommon White Plume Mountain Show
Notes:

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.

Ordine Sage’s Robes uncommon CCC-TAROT-0101 Awakening of Fates Show
Notes:

This Robe of Useful Items has silk patches of various shapes covering it.

While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.

Once the last patch is removed, the robe becomes an ordinary garment.

It has patches for the following:
• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing
• a 1st level spell scroll
• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.

Shield of the Moon +1 uncommon Trade Log Show
Notes:

This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide.

Moon-Touched Sword common Show
Notes:

Weapon (Greatsword), Common

The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Wand of Pyrotechnics common WBW-DC Run, It's Not Running (Seed: So...Thirsty...) Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.