Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Ioun Stone rare WBW-DC-NBDD-01 Play the Game Show
Notes:

Wondrous Item, Rare (Requires Attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.
The type of stone determines its rarity and effects.
Protection. You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.

Quiver of Ehlonna uncommon CCC-GHC-BK1-01 Into the Border Kingdoms Show
Notes:

Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.

Ring of Free Action rare DDHC-KftGV-05 - Tockworth's Clockworks Show
Notes:

While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

Notes: Negates Difficult Terrain, Magical Speed Reduction, Immune: Paralyzed or Restrained (Magical Sources), Movement, Warding, Jewelry

DM-aproved Golden Vault Reward
(DDHC-KftGV-05 - Tockworth's Clockworks)

Splint Mail, +1 uncommon DDAL05-04 In Dire Need Show
Notes:

Heavy Armor

Armor Class: 17 (+1)
Strength: Str 15
Stealth: Disadvantage
Weight: 60 lb.
Cost: 200 GP

Cloak of Displacement rare Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.

This cloak is made of the pelt of a smooth, black furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Opal of the Ild Rune rare DDAL05-11 Forgotten Traditions Show
Notes:

Opal of the Ild Rune
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.

Gloves of Swimming and Climbing uncommon DDHC00-GSM 04 Salvage Operation Show
Notes:

Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Cloak of Protection uncommon DDHC00-GSM 04 Salvage Operation Show
Notes:

Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

Belt of Dwarvenkind rare DDEX2-4 Mayhem in the Earthspur Mines Show
Notes:

Wondrous item, rare (requires attunement)

While wearing this belt, you gain the following benefits:

Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.

Lantern of Revealing uncommon DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

Wondrous item, uncommon

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.

Ring of Animal Influence rare DDHC-KftGV-06 Masterpiece Imbroglio 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

Necklace of Prayer Beads rare DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk

Ladungen:
1 Bead of Blessing
3 Beads of Curing
2 Beads of Favor

Necklace of Fireballs rare DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

Wondrous item, rare

This necklace has 1d6 + 3 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.

Sending Stones uncommon DDHC-KftGV-06 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.

Dust of Disappearance uncommon DDHC-KftGV-05 - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Driftglobe uncommon DDHC-KftGV-05 - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Boots of Striding and Springing uncommon DDHC-KftGV-05 - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.

Stone of Good Luck uncommon DDHC-KftGV-05 - Tockworth's Clockworks 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.

Clothes of Mending common Endreward 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.

Moon-Touched Sword common Hidden Crypta+Puzzle CCC-GHC-BK1-01 Into the Border Kingdoms Show
Notes:

Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
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.
This item can be found in the Xanathar’s Guide to Everything.
Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll