Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wand of the War Mage +2 rare White Plume Mountain Trade Log Show
Notes:

Wand, rare (requires attunement by a spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Wand of Magic Missiles uncommon DDHC-LMOP-01 Goblinarrows DDHC-LMOP-01 Goblinarrows Show
Notes:

This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.

Tentacle of Mending (Rope of Mending) common Hillcrest FR-DC-MIND Mindflayed Adventures Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind.

Talking Doll common Wildspace SJ-DC-AMAK-04: Starlight's Lament 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 you can 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. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

Stone of Good Luck uncommon White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Serpentine Owl Figurine of Wondrous Power rare Paliset Hall (Feywild) Keys from the Golden Vault - Party at Paliset Hall Show
Notes:

Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. 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.
The creature exists for a duration specific to each figurine. 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. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

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.

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

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.

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!

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.

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

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.

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.

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.

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.

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 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.

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.

Chainmail +1 rare White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show