Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Amarantha’s Heart (Dark Shard Amulet) common Thentia, Goldene Waage Trade Log Show
Notes:

Common
Amarantha’s Heart (Dark Shard Amulet) Wondrous Item, common (requires attunement by a warlock) While you are wearing it, you gain the following benefits: • You can use the amulet as a spellcasting focus for your warlock spells • You can try to cast a cantrip you don’t know. The cantrip must be on the warlock 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. This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain. This item can be found in the Xanathar’s Guide to Everything. Amaranthas Herz (Dunkles Scherbenamulett) Wundersamer Gegenstand, gewöhnlich (erfordert Einstimmung durch einen Hexenmeister) Während du es trägst, erhältst du die folgenden Vorteile: - Du kannst das Amulett als Zauberfokus für deine Hexenmeisterzauber verwenden. - Du kannst versuchen, einen Cantrip zu wirken, den du nicht kennst. Der Zauber muss auf der Zauberliste des Hexenmeisters stehen, und du musst eine Intelligenzprüfung (Arkana) mit DC 10 ablegen. Wenn die Prüfung erfolgreich ist, wirkst du den Zauber. Schlägt die Prüfung fehl, wird der Zauber nicht gewirkt, und die Aktion, die zum Wirken des Zaubers verwendet wurde, ist umsonst. In beiden Fällen kannst du diese Eigenschaft erst nach einer langen Rast wieder einsetzen. Dieses Amulett hat die Form eines stilisierten Herzens - das Herz scheint alles Licht in sich aufzusaugen und ist immer stockdunkel. Bei schwachem Licht scheint es, als würde das Herz von Nebel umhüllt sein. Das Amulett wird von einer dünnen Goldkette gehalten. Dieser Gegenstand kann in Xanathars Ratgeber für Alles gefunden werden.

Armor of vulnerability (slashing) rare White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Armor (plate), legendary (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.

Astromancy Archive rare Wildspace SJ-DC-AMAK-04: Starlight's Lament Show
Notes:

Wondrous Item, rare (requires attunement by a wizard)

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Blessing of Protection rare White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Boots of Striding and Springing uncommon White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Wondrous item, uncommon (requires attunement)
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.

Bracers of defense rare White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

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.

Chainmail +1 rare White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Elemental Essence Shard (Water) rare Wildspace SJ-DC-KEEP- Kandlekeep Rekonstruktion Show
Notes:

Wondrous Item, rare (requires attunement by a sorcerer)

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.

Waterborne (Minor Property). This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

This prism-shaped shard has a single water drop from the elemental plane of water itself. It douses the most powerful of the flames.

Goggles of Night uncommon White Plume Mountain DDHC-TYP-4 - 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.

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

Goggles of Night uncommon Nelanther Isles SJ-DC-RTR-01 The Captain 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.

Minor Property: Guardian

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

Hat of Disguise uncommon Waterdeep Dock Ward DDAL08-03 Dock Ward Double Cross 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. This item is found on Magic Item Table F in the Dungeon Master’s Guide.

The entire length of this broad, red-silk ribbon is embroidered in gold thread. While wearing it, the wearer can read and understand, but not speak, Undercommon.

Immovable Rod uncommon CCC-ARCANA-01 The Phantom Pursuit Show
Notes:

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.

Lantern of Revealing uncommon Waterdeep, Blue Alley DDHC-WDH-03 Blue Alley Show
Notes:

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Longbow of Melodies very_rare Hillcrest FR-DC-MIND Mindflayed Adventures Show
Notes:

Weapon (any bow), very rare (requires attunement)
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.
Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Guardian: The Bow whispers Warnings to it's Owner granting a +2 on Initiative Rolls

Moon touched Scimitar common Waterdeep, Blue Alley DDHC-WDH-03 Blue Alley Show
Notes:

Weapon (any sword), common

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.

Psychic Splinter: Blessing of Magic Resistance: rare Hillcrest FR-DC-MIND Mindflayed Adventures Show
Notes:

The intense psionic scream of a dying elder brain dragon left a psychic splinter in your brain. For the better or worse it grants you resistance against spells and magical effects. Now you have to just find a way how to deal with the voices in your head!

Ring of Spell Storing rare White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

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. (2x Mirror Image) 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.

Rod of the Pact Keeper +1 uncommon Bonus magic item for reaching 5th level Purchase Log Show
Notes:

Bonus magic item for reaching 5th level

Rod of the Pact Keeper +2 rare Golden Vault Reward Keys from the Golden Vault - Party at Paliset Hall Show
Notes:

Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.