Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Spieluhr (Talking Doll)
common
Wildspace
SJ-DC-YLD – 01 - 01 – Never lose hope
Show
Notes:
Wondrous item, common (requires attunement)
While this music box 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 box speaks or sings 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.
It has the following song as default:
"Schatten und Tod mögen uns in dunkler Nacht ach so blagen,
Licht und Hoffnung werden sie am Ende doch immer verjagen.
Was auch immer passieren sollte,vertrau und lausche nur mir
Was auch immer ich tun muss, irgendwann bin ich wieder bei dir."
Cloak of Protection
uncommon
Traded with Quarion Vall Xiloscient
Trade Log
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Wand of Magic Missiles
uncommon
Waterdeep
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Wand, uncommon
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.
Ring of Jumping
uncommon
Waterdeep
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Bloodwell Vial +1
uncommon
Waterdeep
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Wondrous item, uncommon (requires attunement by a sorcerer)
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 +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
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.
Biotic Amplifier (Spellwrought Tattoo: Haste)
common
Wildspace
SJ-DC-PHP-FLN01-03 Unsworn Oath
Show
Notes:
Biotic Amplifier (Spellwrought Tattoo: Haste)
Wondrous Item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains the spell Haste, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
Ring of Jumping
uncommon
Milpazul
DDHC-JRC-04 The Fiend of Hollow Mine
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Goggles of Night
uncommon
Vermeillon
DDHC-CM 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
Vermeillon
DDHC-CM A Deep and Creeping Darkness
Show
Notes:
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Bag of Holding
uncommon
Golden vault
Keys from the Golden Vault - Stygian Gambit
Show
Notes:
Bag Of Holding
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.
Weight: 15
Rapier +1
uncommon
Afterlife Casino
Keys from the Golden Vault - Stygian Gambit
Show
Notes:
Rapier +1
Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Winged Boots
uncommon
Golden Vault Reward
Keys from the Golden Vault - Stygian Gambit
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
warhammer +2
rare
Silver Moon Hold
FR‑DC‑BMK‑01 CURSE Blood Moon Curse
Show
Notes:
Minor Property:
Beacon. The bearer can use a bonus action to cause
the item to shed bright light in a 10-foot radius and
dim light for an additional 10 feet, or to extinguish
the light.
Name | Rarity | Location | Table | Result | Source | |
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Spieluhr (Talking Doll) | common | Wildspace | SJ-DC-YLD – 01 - 01 – Never lose hope | Show | ||
Notes:
Wondrous item, common (requires attunement) While this music box 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 box speaks or sings 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. It has the following song as default: |
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Cloak of Protection | uncommon | Traded with Quarion Vall Xiloscient | Trade Log | Show | ||
Wand of Magic Missiles | uncommon | Waterdeep | DDHC-KftGV-03 Reach for the Stars | Show | ||
Notes:
Wand, uncommon 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. |
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Ring of Jumping | uncommon | Waterdeep | DDHC-KftGV-03 Reach for the Stars | Show | ||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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Bloodwell Vial +1 | uncommon | Waterdeep | DDHC-KftGV-03 Reach for the Stars | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a sorcerer) 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 +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. 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. |
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Biotic Amplifier (Spellwrought Tattoo: Haste) | common | Wildspace | SJ-DC-PHP-FLN01-03 Unsworn Oath | Show | ||
Notes:
Biotic Amplifier (Spellwrought Tattoo: Haste) Produced by a special needle, this magic tattoo contains the spell Haste, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin. |
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Ring of Jumping | uncommon | Milpazul | DDHC-JRC-04 The Fiend of Hollow Mine | Show | ||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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Goggles of Night | uncommon | Vermeillon | DDHC-CM A Deep and Creeping Darkness | Show | ||
Notes:
wondrous item, uncommon |
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Ring of Swimming | uncommon | Vermeillon | DDHC-CM A Deep and Creeping Darkness | Show | ||
Notes:
Ring, uncommon |
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Bag of Holding | uncommon | Golden vault | Keys from the Golden Vault - Stygian Gambit | Show | ||
Notes:
Bag Of Holding 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. Weight: 15 |
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Rapier +1 | uncommon | Afterlife Casino | Keys from the Golden Vault - Stygian Gambit | Show | ||
Notes:
Rapier +1 |
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Winged Boots | uncommon | Golden Vault Reward | Keys from the Golden Vault - Stygian Gambit | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) |
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warhammer +2 | rare | Silver Moon Hold | FR‑DC‑BMK‑01 CURSE Blood Moon Curse | Show | ||
Notes:
Minor Property: |