Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Unbreakable Arrow (1) common Fliegende Festung, Goblins WBW-DC-FWF Pie in the Sky (T1) Show
Notes:

Unbreakable Arrow (1)

Ammunition, Common Magic Item

This arrow can't be broken, except when it is within an antimagic field.

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.

Wind Fan uncommon Fliegende Festung, Goblin Boss WBW-DC-FWF Pie in the Sky (T1) Show
Notes:

Wind Fan

Wondrous item, uncommon

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Figurine of Wondrous Power (Silver Raven) uncommon Korama WBW-DC-TEN-01 Two to Tengu Show
Notes:

Figurine of Wondrous Power (Silver Raven)
Wondrous item, uncommon

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.

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.

This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Pole of Collapsing common Korama WBW-DC-TEN-01 Two to Tengu Show
Notes:

Pole of Collapsing
Wondrous item, common

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Clothes of Mending common SJ-DC-RTR-PL-02 Stay Calm, Act Quickly Show
Notes:

Wondrous item, common

This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.

Minor Property: Gleaming

This item never gets dirty.

Ward of the Martyr uncommon Traded with Tonk Trade Log Show
Notes:

Ward of the Martyr Wondrous Item, uncommon This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol. You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

Arcane Grimoire +1 uncommon Bonus magic item for reaching 5th level Purchase Log Show
Rope of Mending common Wildspace SJ-DC-AFA-01 The Cold Gate Show
Notes:

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.

Minor Property: Wicked

When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.

Dagger of Warning uncommon Yeonido DDHC-JRC-06 Sins of Our Elders Show
Notes:

Weapon (any), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Moon-Touched Longsword common Suzail in Cormyr BMG-DRW-OD-01 Something in the Way Show
Notes:

Weapon (Longsword), Common

The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.

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.

Bracers of Defense rare Spelljammer over Toril BMG-DRW-OD-01 Something in the Way Show
Notes:

Wondrous Item, Rare (Requires Attunement)

These leather bracers are ribbed with metal and trimmed with an iridescent ribbon-like material that shimmers in starlight.

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

Instrument of Scribing common Arawn’s Forlorn Atrium SJ-DC-AFA-02 Trust Your Guts – And Your Instincts Show
Notes:

Wondrous item, Instrument, common (requires attunement)

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you.

The message can be up to six words long and is written in a language you know.

If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness.

Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History.

Your expertise aids you in recalling lore related to your instrument.
Performance.

Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune.

As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Musical InstrumentActivity DC
Identify a tune 10
Improvise a tune 20

Minor Property: Strange Material

The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

  • Dieses Instrument scheint aus den Flammen der Höllen selbst gewirkt worden zu sein und wirkt stets warm auf den Spieler, klamme Finger sind mit dieser Guitarre Vergangenheit!
Quarterstaff +2 rare Arawn’s Forlorn Atrium SJ-DC-AFA-02 Trust Your Guts – And Your Instincts Show
Notes:

Weapon, rare
Simple weapon, melee weapon
4 lb.
1d6 magical bludgeoning - versatile (1d8)

You have a +2 bonus to attack and damage rolls made with this magic weapon.
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.

Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.

Astromancy Archive rare Wildspace Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a wizard) 3 lb. 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. Minor Property: Harmonious Attuning to this item takes only 1 minute.