Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
War-Gong (Rhythm-makers Drum) +2 (+ Gnoll language) rare Wildspace Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a bard) While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Brooch of Shielding uncommon Mulmaster Ghetto DDEX2-5_Flames of Kythorn Show
Notes:

Brooch of Shielding
Uncommon, Requires Attunement
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Diese Brosche ist so gestaltet, dass sie wie ein Pinsel aussieht, dessen Borsten in Flammen stehen. Ein wahnsinniges Gackern geht bei jedem Sonnenuntergang leise von ihm aus. Eine vollständige Beschreibung dieses Gegenstands findest du in den Grundregeln oder im Dungeon Master's Guide.

Ring of Mind Shielding uncommon Mulmaster DDEX2-6_Breath of the Yellow Rose 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.

Wingwear uncommon Mulmaster DDEX2-10 Cloaks and Shadows Show
Notes:

Wondrous item, uncommon (requires attunement)
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.

Winged Boots uncommon Mulmaster DDEX2-10 Cloaks and Shadows Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.

Bag of Holding uncommon Bonus magic item for reaching 5th level DDEX2-10 Cloaks and Shadows Show
Notes:

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.

Wand of Lightning Bolts rare Monastery of the yellow rose DDEX2-9 Eye of the Tempest Show
Notes:

Wand, rare (requires attunement by a spellcaster)
This slender rod of glass feels solid, but appears to have a constant storm of thunderclouds roiling within.
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. On a 1, the wand crumbles into ashes and is destroyed.
Weight: 1

Figurine of Wondrous Power - Serpentine Owl rare Monastery of the yellow rose DDEX2-9 Eye of the Tempest Show
Notes:

(Wondrous item), rarity by figurine
This fine statuette has the appearance of a giant snowy owl when activated.
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.

Staff of Withering rare elemental air node DDEX2-13 Howling Void Show
Notes:

Staff (arcane or druidic focus), rare (requires attunement by a cleric, druid or warlock)

This staff of lightweight wood blows is constantly surrounded by an unseen breeze. To those attuned to it, the winds whispers words of warning, granting a +2 bonus on Dexterity checks made to determine initiative in combat.

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Damage: 1d6 (1d8)
Damage Type: Bludgeoning
Properties: Versatile
Weight: 4

Wingwear uncommon elemental air node DDEX2-13 Howling Void Show
Notes:

Wondrous item, uncommon (requires attunement)
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of Wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn’t fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.

Balloon Pack uncommon elemental air node DDEX2-13 Howling Void Show
Notes:

Wondrous item, uncommon
This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the Levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the Feather Fall spell for yourself.
When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.
After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.

Instrument of the Bards (Cli Lyre) rare Brimstone Hold Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Longbow of Conflagration rare Shadowmire FR-DC-RAY-07 Green Lady's Lament Show
Notes:

BMTp66
Weapon, rare (requires attunement)
Martial weapon, ranged weapon
2 lb. Mastery: Slow
1d8 piercing - Ammunition (150/600 ft.), Heavy, Two‑Handed

Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

Minor Property
Harmonious. Attuning to this item takes only 1 minute.

"I will banish the darkness that hangs heavy in your shadows. I will bring clarity and warmth to the disillusioned and cold. Follow my light, and we will walk in the light as one."
When you put an arrow on the string of this bow and you feel lost and desperate, it whispers words of encouragement to you.

Candle of the Deep common Shadowmire FR-DC-RAY-07 Green Lady's Lament Show
Notes:

XGEp136
Wondrous item, common
Minor tier

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Minor Property
Sentinel. This item glows faintly when Undead are within 120 feet of it.

Ring Of Animal Influence rare Phlam DDAL04-13 The Horseman Show
Notes:

Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals
This ring is decorated with canid and raptor symbols. The wearer feels predatory urges and desires a diet of fresh meat. This item can be found in the Dungeon Master’s Guide.

Battleaxe +1 uncommon Vidorants Vault DDHC-KGV-08 Vidorant's Vault Show
Notes:

Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Gloves Of Thievery uncommon Vidorants Vault DDHC-KGV-08 Vidorant's Vault Show
Notes:

Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Ring of Evasion rare Vidorants Vault DDHC-KGV-08 Vidorant's Vault Show
Notes:

Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Scale Mail +1 rare Vidorants Vault DDHC-KGV-08 Vidorant's Vault Show
Notes:

Armor (medium), rare

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

Shortsword +1 uncommon Vidorants Vault DDHC-KGV-08 Vidorant's Vault Show
Notes:

Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.