Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Alchemy Jug (Blue/Orange) uncommon DDHC-CM-Zikran’s Zephyrean Tome Show
Notes:

Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.

Arcane Grimoire common Catch Up Show
Notes:

Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, wizard

Auntie Helena’s Wand (Wand of Paralysis) rare CCC-TAROT- 02-03 To Boldly Go Show
Notes:

Auntie Helena’s Wand (Wand of Paralysis)
Wand, rare (requires attunement by a spellcaster)

This item can be found in the Dungeon Master’s Guide. The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree.

BAT BURGLAR CLOAK (CLOAK OF THE BAT) rare SJ-DC-DWR-01 DOHWAR HEIST Show
Notes:

BAT BURGLAR CLOAK (CLOAK OF THE BAT)
Wondrous Item, rare (requires attunement)

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet.

If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat.

While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores.

The cloak can't be used this way again until the next dawn.

This item is found in the Dungeon Masters Guide.

Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Boots of the Winterlands uncommon DDHC-CM-Zikran’s Zephyrean Tome Show
Notes:

Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Breastplate +1 (Medium Armor) uncommon DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

Medium armor, major tier, rare 20 lb. AC 14 + Dex (max 2) You have a +1 bonus to AC while wearing this armor. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Broom of Flying uncommon DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

Bulletproof Vest (+1 Breastplate) rare SJ-DC-LEGIT-SB-02 Club Diamond Show
Notes:

You have a +1 bonus to AC while wearing this breastplate. Strange Material. This armour is composed of ceramic plates and a weave of synthetic aramid fibers, rather than leather and metal. A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY". This item can be found in the Dungeon Master's Guide (DMG)

Censer of Controlling Air Elementals rare DDHC-CM-Zikran’s Zephyrean Tome Show
Notes:

Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

Chardalyn Earring (Headband of Intellect) uncommon Trade Log Show
Notes:

Chardalyn Earring (Headband of Intellect) Wondrous item, uncommon (requires attunement) This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power. Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it.

Deck of Illusions uncommon SJ-DC-YZ – 02 – 02 – No light, no hope Show
Notes:

Uncommon

This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left.

(Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker)

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The Illusion lasts until its card is moved or the Illusion is dispelled. When the Illusion ends, the image on its card disappears, and that card can’t be used again.

DOHWAR PLUSHIE (TALKING DOLL) common SJ-DC-DWR-01 DOHWAR HEIST Show
Notes:

DOHWAR PLUSHIE (TALKING DOLL)
Wondrous Item, common (requires attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones.

Whatever the condition, it must occur within 5 feet of the doll to make it speak.

For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

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

Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful.

Eladrin's Vestments (Elven Chain) rare WBW-DC-TEN-03 Korama-monogatari (The Tale of Korama) Show
Notes:

Eladrin's Vestments (Elven Chain)
Armor chain shirt, rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor.
Temperate: The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Feather Token (Bird) rare Trade Log Show
Notes:

This tiny object looks like a feather.

You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

Notes: Summoning, Movement, Utility, Exploration, Consumable

Folding Boat rare DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

Wondrous item, minor tier, rare 4 lb. 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.

Hat of Wizardry common Trade Log Show
Notes:

Hat of Wizardry

Wondrous item, common (requires attunement by a wizard)

This antiquated, weird shaped Mask reminds of Dragonborn & Lozardfolk Shamans. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Language: The bearer can speak and understand draconic while the item is worn.

Helm of Underwater Action uncommon DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

Helm of Underwater Action Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.

Iron Bands of Bilarro rare DDHC-CM-Zikran’s Zephyrean Tome Show
Notes:

Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.

Metal Baton with Continual Flame common DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

Metal Baton with Continual Flame Continual Flame Enchantment: A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Ordine Sage’s Robes uncommon CCC-TAROT-0101 Awakening of Fates Show
Notes:

Ordine Sage’s Robes (Robe of Useful Items) Wondrous Item, uncommon

This Robe of Useful Items has silk patches of various shapes covering it.

While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.

Once the last patch is removed, the robe becomes an ordinary garment.

It has patches for the following:

• a dagger

• steel mirror

• 10 ft. pole

• 50 ft. hempen rope

• a riding horse (mechanical in nature, otherwise the same)

• 4 potions of healing

• a 1st level spell scroll

• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.