Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Staff of the Python uncommon DDHC00-GSM The Sinnister Secret of Saltmarsh Session 4 DDHC00-GSM The Sinnister Secret of Saltmarsh Session 4 Show
Notes:

Staff of the Python
Staff, uncommon (requires Attunement by a Cleric, druid, or warlock)
You can use an Action to speak this staff’s Command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant Constrictor Snake under your control and acts on its own Initiative count. By using a bonus Action to speak the Command word again, you Return the staff to its normal form in a space formerly occupied by the snake.
On Your Turn, you can mentally Command the snake if it is within 60 feet of you and you aren’t Incapacitated. You decide what Action the snake takes and where it moves during its next turn, or you can issue it a general Command, such as to Attack your Enemies or guard a Location.
If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.

Sentinel Shield uncommon DDHC00-GSM The Sinnister Secret of Saltmarsh Session 4 DDHC00-GSM The Sinnister Secret of Saltmarsh Session 4 Show
Notes:

Sentinel Shield
Armor (shield), uncommon

While holding this Shield, you have advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a Symbol of an eye.

Goggles of Night uncommon DDHC00-DoIP Dragon of Icespire Peak (Mountain Toe's Goldmine) Purchase Log Show
Notes:

Goggles of Night
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.

Slippers of the Arachnomancer uncommon CCC-MTL-03 House of Webs CCC-MTL-03 House of Webs Show
Notes:

Slippers of the Arachnomancer
Wondrous Item, uncommon (requires attunement)
The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. When used in this manner, the bearer’s voice gains a tinge of malevolence regardless of what they say.

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Adamantine Chain Mai uncommon CCC-BMG MOON 5-1 Bloodlust Rising CCC-BMG MOON 5-1 Bloodlust Rising Show
Notes:

Adamantine Chain Mail

Armor (chain mail), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Made by fomorians for a demonic subordinate, this armor crackles with hellish energy and is marked with Yeenoghu’s symbol.

The symbol can be removed by hand, but the faint smell of blood can never be removed.

Heward's Handy Spice Pouch common CCC-HAL-05 House of Blades Show
Notes:

Heward's Handy Spice Pouch
Wondrous item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. This particular pouch has a list of two common spices used in the Underdark written into it, they are: Firelichen Spicy Sprinkles and Dried Bloodfruit Wine Powder.

Carpet of Flying very_rare DDHC00-GSM-06 The Final Enemy Show
Notes:

Carpet of Flying
Wondrous Item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that 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.

Size Capacity Flying Speed
3 ft. x 5 ft. 200 lb. 80 feet
4 ft. x 6 ft. 400 lb. 60 feet
5 ft. x 7 ft. 600 lb. 40 feet
6 ft. x 9 ft. 800 lb. 30 feet

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

Notes: Set: Speed (Flying), Movement, Utility, Exploration

Silver Raven Figurine of wondrous Power uncommon DDHC00-GSM-06 The Final Enemy Show
Notes:

Silver Raven Figurine of wondrous Power

Wondrous item, major tier, uncommon

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.

Silver Raven.

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.

Cloak of the Manta Ray uncommon DDHC00-GSM-06 The Final Enemy Show
Notes:

Wondrous item, minor tier, uncommon

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Mithral Plate Armor uncommon DDHC00-GSM-06 The Final Enemy Show
Notes:

Heavy armor, minor tier, uncommon

65 lb.

AC 18

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Staff of Striking very_rare DDHC-CM The Book of Inner Alchemy Show
Notes:

Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Longbow +2 rare Trade Log Show
Notes:

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

NOOT SUIT (FISH SUIT) very_rare SJ-DC-DWR-02 LAST FLIGHT OF THE ORCA Show
Notes:

NOOT SUIT (FISH SUIT)

Wondrous Item, very rare

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

This item is found in the Astral Adventurer’s Guide.

Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them.

The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

FARENOR’S CLOAK OF MANY FASHIONS common SJ-DC-DWR-02 LAST FLIGHT OF THE ORCA Show
Notes:

FARENOR’S CLOAK OF MANY FASHIONS

Wondrous Item, common

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

This item is found in Xanathar’s Guide to Everything.

Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language.

Optional rule (need Staff of Thunder and Lightning) unique DDAL05-08 Show
Notes:

Optional rule, unique (requires attunement by a warlock with a quasit familiar)

The quasit K’nap, long trapped in Durlag’s Tower with the obese and foul nalfeshnee Schvalt, demonstrated a greater-than-average ability to perform autonomous actions. You have retained a bit of his fleeting essence, and may choose to bolster your own quasit familiar using a powerful ritual that requires the destruction of a powerful magic item. If you perform this ritual (see sidebar, below), your quasit familiar grants you access to the Variant: Quasit Familiar rule from the Monster Manual.

Quasit Familiar Ritual

If you defeated K’nap, you gain access to a special ritual. By spending five downtime days destroying the staff of thunder and lightning and mixing its arcane components with the essence of the quasit, you gain access to the Variant: Quasit Familiar rule as described on page 63 of the Monster Manual. Gaining the benefit of this variant rule uses one of your attunement slots. In addition, the destroyed staff permanently counts against the number of permanent magic items you possess, and can’t be traded—even if you later forfeit the benefit of this ritual. If you ever choose to “unattune” from the benefit of this ritual, the attunement slot is once more available, but the staff of thunder and lightning and the benefit of the ritual fueled by its destruction are forever lost, never to be reclaimed.

Skeggöx (Battleaxe +3) very_rare DDAL05-09 Durlag's Tomb Show
Notes:

Weapon (battleaxe), very rare

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This item can be found in the Dungeon Master’s Guide.

This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.

Anstruth Harp very_rare Trade Log Show
Notes:

Very Rare
Wondrous item, very 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, control weather, cure wounds (5th level), wall of thorns

Pixie Dust uncommon Trade Log Show
Notes:

Uncommon
Pixie Dust Wondrous item, uncommon As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet. A small packet holds enough pixie dust for one use.

Weapon, +1 (Longbow) uncommon DDHC00-GSM The Sinnister Secret of Saltmarsh Session 4 Show
Notes:

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

Moon-touched Rapier of the Dark Tongue common CCC-UNITE-05 House of Moonlight Show
Notes:

Moon-touched Rapier of the Dark Tongue
Weapon (rapier), common
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. The bearer of this weapon can speak and understand Undercommon.