Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Keoghtom's Ointment uncommon WBW-DC-MOM-01 One Moment Show
Notes:

Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Enlightenment (Wand of Pyrotechnics) common WBW-DC-MOM-01 One Moment Show
Notes:

Wand, common

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.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

Fabric of Time (Guardian Mantle of Spell Resistence) rare WBW-DC-MOM-01 One Moment Show
Notes:

Wondrous item, rare (requires Attunement)

You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.

Ruby of the War Mage common WBW-DC-FWF Book It & Bale Out Show
Notes:

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Minor Property: Beacon

The bearer can use 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.

Glamoured Studded Leather rare WBW-DC-FWF Book It & Bale Out Show
Notes:

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.

Slippers of the Arachnomancer uncommon Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)

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. When used in this manner, the bearer’s voice gains a tinge of malevolence regardless of what they say.

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.

Moon-touched Rapier of the Dark Tongue common Trade Log Show
Notes:

Moon-touched Rapier

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.
Language minor property

The bearer of this weapon can speak and understand Undercommon

Manual of Quickness of Action very_rare Trade Log Show
Notes:

Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This item can be found in the Dungeon Masters Guide.

Quaal's Feather Token (Bird) common DDHC-CM The Book of Inner Alchemy Show
Notes:

Wondrous item, rare

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.

Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

Staff of Striking very_rare DDHC-CM The Book of Inner Alchemy Show
Notes:

Requires Attunement

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to Attack and Damage Rolls made with it.

The staff has 10 Charges. When you hit with a melee Attack using it, you can expend up to 3 of its Charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical Quarterstaff.

Noot Suit (Fish Suit) very_rare SJ-DC-DWR-02 LAST FLIGHT OF THE ORCA Show
Notes:

Wondrous Item, very rare

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

This item is found in the Astral Adventurer’s Guide.

Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them.

The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Farenor's Cloak of many Fashions common SJ-DC-DWR-02 LAST FLIGHT OF THE ORCA Show
Notes:

Wondrous Item, common

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

This item is found in Xanathar’s Guide to Everything.

Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language.

Robe of Stars very_rare DM Reward Show
Notes:

Wondrous item, very rare (requires attunement) +30dt

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast Magic Missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Horn of Silent Alarm common SJ-DC-AMAK-02: Enemy within Session 2 Show
Notes:

Wondrous Item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Ring of Regeneration very_rare SJ-DC-AMAK-02: Enemy within Session 2 Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.