Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Sending Stones uncommon Guild house of Agile Hand Thiefs Guild Keys from the Golden Vault - Masterpiece Imbroglio Show
Notes:

Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Necklace of Fireballs rare Guild house of Agile Hand Thiefs Guild Keys from the Golden Vault - Masterpiece Imbroglio Show
Notes:

Wondrous item, rare
This necklace has 1d6 + 3=7 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Hat of Vermin common Hütte im Wald bei Thentia CCC-TAROT-0105 The Lost Apprentice Show
Notes:

Hat of Vermin

Wondrous Item, common

This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.

Hut des Ungeziefers

Wundersamer Gegenstand, gewöhnlich

Diese staubige alte Mütze hat 3 Ladungen. Während du den Hut in der Hand hältst, kannst du eine Aktion nutzen, um 1 seiner Ladungen zu verbrauchen und ein Befehlswort zu sprechen, das eine Fledermaus, einen Frosch oder eine Ratte herbeiruft (siehe das Spielerhandbuch oder das Monsterhandbuch für Statistiken). Die beschworene Kreatur erscheint auf magische Weise im Hut und versucht, so schnell wie möglich von dir wegzukommen. Die Kreatur ist weder freundlich noch feindlich und steht auch nicht unter deiner Kontrolle. Sie verhält sich wie eine normale Kreatur ihrer Art und verschwindet nach 1 Stunde oder wenn sie auf 0 Trefferpunkte fällt. Der Hut erhält täglich im Morgengrauen alle verbrauchten Ladungen zurück. Wenn du diesen schwarzen Hut mit zwei großen Filzohren trägst, wird dein Name auf magische Weise mit gelben Nähten auf den Hut geschrieben. Wenn du ihn abnimmst, verschwindet der Name. Dieser Gegenstand kann in Xanathars Leitfaden für alles gefunden werden.

Boots of False Tracks common Icewind Dale Trade Log Show
Notes:

Wondrous item, common These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Xanathar’s Guide to Everything, p. 136

Instrument of Illusions common Insel vor Thentia CCC-TAROT-0106 Lies in the Moonlight Show
Notes:

Instrument of Illusions

Wondrous Item, Common

While you are playing this musical instrument, you can create harmless, illusionary visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effect ends when you stop playing. This item can be found in Xanathar’s Guide to Everything.

Instrument der Illusionen

Wundersamer Gegenstand, Gemein

Während du dieses Musikinstrument spielst, kannst du harmlose, illusionäre visuelle Effekte in einem Umkreis von 5 Fuß um das Instrument herum erzeugen. Wenn du ein Barde bist, erhöht sich der Radius auf 15 Fuß. Beispiele für visuelle Effekte sind leuchtende Musiknoten, ein spektraler Tänzer, Schmetterlinge und sanft fallender Schnee. Die magischen Effekte haben weder Substanz noch Klang, und sie sind offensichtlich illusorisch. Der Effekt endet, wenn Sie aufhören zu spielen. Dieser Gegenstand kann in Xanathars Handbuch für alles gefunden werden. 

Moon Strike, Short Bow +1 uncommon Insel vor Thentia CCC-TAROT-0106 Lies in the Moonlight Show
Notes:

Moon Strike, Short Bow +1

Weapon, Short Bow, Uncommon

This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target.

See the full description of this item, which can be found in the Dungeon Masters Guide.

Mondstreich, Kurzbogen +1
Waffe, Kurzbogen, Ungewöhnlich

Dieser kunstvoll geschnitzte Kurzbogen war ein Geschenk der Mondelfen von Cormanthor. In der Dunkelheit oder bei schwachem Licht erscheinen die von diesem Bogen abgeschossenen Pfeile als helle Streifen aus Mondlicht, während sie auf ihr Ziel zufliegen.

Die vollständige Beschreibung dieses Gegenstandes findet ihr im Dungeon Masters Guide.

Opal of the Ild Rune rare School of Ulcaster DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fires Friend. You have resistance to cold damage.

Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

Gift of Flame. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Orb of the Stein Rune rare School of Ulcaster DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)

This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.

Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

Stone Soul. You can't be petrified.

Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.

Gift of Stone. You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.

Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.

Lichen Mantle (Cloak of Billowing) common shadowfell FR-DC-ADD At Death's Door Show
Notes:

Wondrous item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Unbreakable: This magical cloak can only be destroyed by special means, which requires the one that seeks it's destruction to gather the spit of Moradin, the breath of a Ice Giant and some Holy Water from the Abyss mixed together and poured over the cloak to destroy it for good.

Shadowfell Ornithopter (Carpet of Flying) very_rare shadowfell FR-DC-ADD At Death's Door Show
Notes:

Wondrous Item, Very Rare, 6ft x 9ft, 800lb, 30ft
You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.
Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.
This magical device can transport people through the air powered by the despair and sorrow of tormented souls from the shadowfell. The magic radar of the ornithopter emits a loud ping when it detects undead creatures in a radius of 120 feet and displays them on a weird green crystal disk as dots.
Sentinel. Choose a kind of creature that is an enemy of the item’s creator. This item glows faintly when such creatures are within 120 feet of it.

Plate Armor +3 legendary Sigil Trade Log Show
Notes:

Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.

Plate of the Multiversal Champion (Plate Armor +3) legendary Sigil PS-DC-MIKE-01 The Clash for the Multiversal Championship Show
Notes:

Heavy armor, legendary

You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Master’s Guide.

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.

Tasha's Creeping Keelboat very_rare Sonnenuntergangsgebirge Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Demon Skin rare Sonnenuntergangsgebirge Descent into the Lost Caverns of Tsojcanth Show
Notes:

Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.

Periapt of Proof against Poison rare Sonnenuntergangsgebirge Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Eyes of Minute Seeing uncommon Sonnenuntergangsgebirge Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Folding Boat rare Sonnenuntergangsgebirge Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Giant Slayer rare Sonnenuntergangsgebirge Descent into the Lost Caverns of Tsojcanth Show
Notes:

Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.

Bracers of Defense rare Sonnenuntergangsgebirge Descent into the Lost Caverns of Tsojcanth 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.

Iggwilv's Horn rare Sonnenuntergangsgebirge Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.