Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Shaman's Ring (Pearl of Power) uncommon SJ-DC-YZ – 01 – 03 – Shaman's Legacy Show
Notes:

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.

Bloodwell Vial +1 uncommon SJ-DC-YZ – 01 – 03 – Shaman's Legacy Show
Notes:

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Mithral Plate Armor uncommon Trade Log Show
Notes:

Heavy armor, minor tier, uncommon
65 lb.

AC 18

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.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

An unblinking, lidless eye in the center of the breastplate.

Boots of the Winterlands uncommon DDHC-CM-Zikran’s Zephyrean Tome Show
Notes:

Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Alchemy Jug (Blue/Orange) uncommon DDHC-CM-Zikran’s Zephyrean Tome 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.

Brooch of Shielding uncommon DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut Show
Notes:

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Bag of Holding uncommon DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut Show
Notes:

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Immovable Rod uncommon DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut Show
Notes:

Rod, uncommon

This flat iron rod has a button on one end. You can use an Action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an Action to push the button again, the rod doesn’t move, even if it is defying Gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an Action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Helm of Underwater Action uncommon DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut Show
Notes:

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.

Hat of Wizardry common SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. 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.

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Horn of Silent Alarm (Guardian Property) common Trade Log 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.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Charm of Plant Command common DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut Show
Notes:

Wondrous item, rare (requires attunement)

This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.

This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.

Talking Doll common SJ-DC-YZ – 02 – 01 – Where the path may lead us Show
Notes:

Wondrous item, common (requires attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.

The pocket watch may say one of the following sentences:

Roll 1d8

1 Click Clack. You should hurry!
2 I wish I would be a real clock tower.
3 It`s killing time!
4 Which animal always knows the time? A watch dog!
5 They always say: "Time waits for no one.". But i guess i can wait for you.
6 The best thing you can do is to let the clock work.
7 I wonder if a clever clock is called clockwise.
8 Oh no, my gears are breaking! HEHE Just a joke.

Staff of Adornment common SJ-DC-RTR-11 Little Helpers for the Big One Show
Notes:

Staff, weapon, common

Simple weapon, melee weapon

4 lb.

1d6 bludgeoning - versatile (1d8)

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Minor Property: Strange Material

The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Mask of the Shaman (Hat of Wizardry) common SJ-DC-YZ – 01 – 03 – Shaman's Legacy Show
Notes:

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.

Flask of Sobriety (Tankard of Soriety) common SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! Show
Notes:

Wondrous item, common
This flask has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The flask has no effect on magical liquids or harmful substances such as poison.

Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. The message can be seen if the flask is filled with whiskey.

Message: The treasure you may seek is in the ruin of "Al Kha Thun"

Feather Token (Feather Fall) common WBW-DC-FWF Pie in the Sky Show
Notes:

Wondrous item, common

This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.

Unbreakable Arrow (1) common WBW-DC-FWF Pie in the Sky Show
Notes:

Ammunition, Common Magic Item

This arrow can't be broken, except when it is within an antimagic field.

Chest of Preserving (Minor Property: Sentinel - Undead) common PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun Show
Notes:

Wonderous Item, Common

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.

The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

This item can be found in Waterdeep: Dungeon of the Mad Mage.

Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it.

An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby.