Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Wand of Secrets uncommon DDAL08-01 - The Map with No Names Show
Notes:

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.

Figurine of Wondrous Power (Silver Raven) uncommon WBW-DC-TEN-01 Two to Tengu Show
Notes:

Wondrous item, uncommon

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.

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.

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.

Goggles of Night uncommon DDHC-CM-03 A Deep and Creeping Darkness 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.

Ring of Swimming uncommon DDHC-CM-03 A Deep and Creeping Darkness Show
Notes:

Ring, uncommon

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

Goggles of Night uncommon DDAL08-02 - Beneath the City of the Dead 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.

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

These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.

Guardian Emblem uncommon SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! 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.

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

Ring of Mind Shielding uncommon DDAL08-04 - A Wrinkle in the Weave Show
Notes:

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.

Ordine Sage’s Robes (Robe of Useful Items) uncommon Trade Log 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 (used)
• a 1st level spell scroll
• a bag of 100 gp (used)
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.

Flail +1 uncommon DDHC-CM The Joy of Extradimensional Spaces Show
Notes:

weapon (flail), uncommon

You have a +1 bonus to attack and damage rolls made with this weapon.
One of its books breaks free with a length of chain still attached and functions as a +1 flail. The book is entitled Martial Attack Techniques.

Dragon Wing Bow rare Reward Show
Notes:

Weapon (Longbow), rare (requires attunement)

The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a gem Dragon's Breath. When you hit with an Attack roll using this magic bow, the target takes an extra 1d6 psychic damage .

If you load no Ammunition in the weapon, it produces its own, automatically creating one piece of magic Ammunition when you pull back the string. The Ammunition created by the bow vanishes the instant after it hits or misses a target.

Ring of Protection rare Trade Log Show
Wargong of the Gnolls (Rhythm Maker's Drum) rare SJ-DC-YZ – 02 – 03 – Gnarling in Space Show
Notes:

Wondrous item rare (+2) (requires attunement by a bard)

While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity.

As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn.

Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person.

Bulletproof Vest (+1 Breastplate) rare SJ-DC-LEGIT-SB-02 Club Diamond Show
Notes:

Armour (Medium), Rare

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

Strange Material. This armour is composed of ceramic
plates and a weave of synthetic aramid fibers, rather than
leather and metal.

A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY".

This item can be found in the Dungeon Master's Guide (DMG).

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

You have resistance to fire damage type while wearing this ring. This item is found on Magic Item Table G in the Dungeon Master’s Guide.

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

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

Wand, 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. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide.

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.

Silver Horn of Valhalla rare WBW-DC-TEN-02 The Festival of Fyre Show
Notes:

Wondrous item, rare
You can use an Action to blow this horn. In response, Warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the Berserker Statistics from the Monster Manual. They Return to Ysgard after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands.

This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use.

Glamoured Studded Leather rare DDAL08-11 - Poisoned Words Show
Notes:

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.

This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid.

Gem of Seeing rare SJ-DC HIPS Hiding in Plain Sight Show
Notes:

Wondrous Item, rare (requires attunement)

This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

Eladrin's Vestments (Elven Chain) rare WBW-DC-TEN-03 The Tale of Korama / Koramamonogatari Show
Notes:

Armor chain shirt, rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor.
Temperate: The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Fell Stinger (Wand of Fireballs) rare SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee Show
Notes:

Wand, 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 Fireball 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 and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships.
In addition, this magic item bears the War Leader minor property: 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.