Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
1x ring of spellstoring( 2x mirror image) rare TftYP: White Plume Mountain Show
Notes:

Ring of Spell Storing
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.

🗵4 Potion of supirior Healing rare Trade Log Show
Notes:

Potion of Healing (Superior)
Potion, rare

You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Notes: Bonus: Hit Points, Healing, Consumable

🗵4x Potion of Greater Healing uncommon Trade Log Show
🗵4x Potion of Greater Healing common (Ka'Narlist) Lost Caverns of Tsojcanth Show
Artisan Tools common Purchase Log Show
Notes:

Brewer's Supplies 20 gp
Calligrapher's Supplies 10 gp
Cartographer's tools 15gp
Cobbler's tools 5 gp
Cook's utensils 1gp
Glassblower's tools (hergestellt mit the right Tool for the right Job)
Jeweler's tools 25gp
Mason's tools 10 gp
Painter's supplies 10gp
Potter's tools 10gp
Weaver's tools 1gp

Bead of Refreshment (x3) common FOS-06 Story Award: Ferryman's Fee FR-DC-FOS-06 Down to Safety Show
Notes:

Bead of Refreshment

Source: Xanathar's Guide to Everything

Wondrous item, common

This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.

🗵Blessing of Protection rare TftYP: White Plume Mountain Show
Notes:

Blessing of Protection

You gain a +1 bonus to AC and saving throws

Boots of Striding and Springing uncommon TftYP: 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.

Bracers of Defense rare (Ka'Narlist) Lost Caverns of Tsojcanth Show
Notes:

Bracers of Defense
Wondrous Item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Notes: Bonus: Unarmored Armor Class, Warding, Wristwear

Chain Mail +1 rare TftYP: White Plume Mountain Show
Notes:

Chain Mail +1
Armor (heavy), rare

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

Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.

AC: 17
Stealth: Disadvantage
Weight: 55
Minimum Strength: 13

Crystal Blade rare Giants of the Star Forge Show
Notes:

Crystal Blade

Source: Fizban's Treasury of Dragons

Weapon (any sword), Rare (requires attunement)

This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.

While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.

Eyes of Minute Seeing uncommon (Ka'Narlist) Lost Caverns of Tsojcanth Show
Notes:

Eyes of Minute Seeing
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.

🗵Eyes of the Eagle uncommon FR-DC-FOS-06 Down to Safety FR-DC-FOS-06 Down to Safety Show
Notes:

Eyes of the Eagle

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.

Minor Property: Gleaming

This item never gets dirty.

Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sämtlicher Dreck perlt ohne Rückstände sofort davon ab. Sehr nützlich, gerade weil man ja durchgucken muss.

☐ Flame Tongue Longsword rare Keys from the Golden Vault - Heart of Ashes Show
Notes:

Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Folding Boat rare (Ka'Narlist) Lost Caverns of Tsojcanth Show
Notes:

Folding Boat
Wondrous Item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

FOS-06 Story Award: Ferryman's Fee common FR-DC-FOS-06 Down to Safety Show
Notes:

FOS-06 Story Award: Ferryman's Fee (nicht al legal nur in FR-DC-FOS-06 Down to Safety)

Wondrous item, rare (cannot be used by clerics, paladins, druids, warlocks - except Pact of the Fiend - and neither by any character who is lawful good)

You found this odd coin under the tongue of an orc. It smells of smoke and foul water, with an aftertaste of sulfur.

Maybe you can use it to extend some control over the next fiend who crosses your path.

As an action, you can put this coin under your tongue and try to dominate a fiend (max. CR 4) you can see within 60 ft. for 1d6 rounds.

The fiend makes a Wisdom saving throw:

CR 4: DC 13

CR 3: DC 14

CR 2: DC 15

CR 1: DC 16

below CR 1: automatic fail

After the domination ends, the fiend's behaviour depends on the kind of command it was issued and on the intent of the person who dominated it (protecting children = negative, slaughter guards who caught you stealing = good, etc.).

Iit may even serve you afterwards, if it sees you worthy of its devilish powers (or thinks it can corrupt your soul by doing your bidding).

The coin can be used twice per day, six times if it is Walpurgis Night in real life (night going into the first of may).

This item is only accessible in the FOS- adventures and not allowed outside of the series.

If more than one PC has this reward, only one coin may be used in an adventure.

Giant Slayer Shortsword rare (Ka'Narlist) Lost Caverns of Tsojcanth Show
Notes:

Giant Slayer Shortsword
Weapon (shortsword), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Magic, Damage: Additional, Prone, Damage, Combat, Finesse, Light

Goggles of Night uncommon TftYP: White Plume Mountain Show
Notes:

Goggles of Night
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.

Notes: Sense: Darkvision, Detection, Eyewear

☐Helm of Telepathy uncommon CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines Show
Notes:

Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

Heward's Handy Haversack Wondrous item, rare uncommon DDHC-JRC-02 Written in Blood DDHC-JRC-02 Written in Blood Show
Notes:

Wondrous item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.