Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Uncles Lyre (Rythm Maker´s Drum+1) uncommon Creation of Robin "Tweet" Greyward Show
Notes:

(requires attunement by a bard)

While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Driftglobe uncommon Dungeon of the Mad Mage - Dungeon Level 1 (Part 2) Show
Notes:

Wondrous item,
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.

Colak of Protection uncommon Trade Log Show
Notes:

Wondrous Item (requires attunment) You gain a +1 bonus to AC and saving throws while you wear this cloak. This item is found on Magic Item Table F in the Dungeon Master’s Guide. While wearing this dark red cape, your skin takes on a deathly pallor.

Circlet of Human Perfection uncommon DDHC-MoMM-02 Dungeon of the Mad Mage - Arcane Chambers (part 1) Show
Notes:

Wondrous item,
Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.

1x Pot of Awakening common DDHC-MoMM-02 Dungeon of the Mad Mage - Arcane Chambers (part 2) Show
Notes:

Wondrous item,

If one plants an ordinary shrub in the pot and lets it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward whoever planted it. Absent commands from its creator, it does nothing.

1x Ring of Swimming uncommon DDHC-MoMM-02 Dungeon of the Mad Mage - Arcane Chambers (part 2) Show
Notes:

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

Boots of Striding and Springing uncommon Keys from the Golden Vault - Tockworths Clockwork Show
Notes:

Wondrous item, (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.

Driftglobe uncommon Keys from the Golden Vault - Tockworths Clockwork Show
Notes:

Wondrous item,

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.

Helm of Teleportation rare Keys from the Golden Vault - Tockworths Clockwork Show
Notes:

Wondrous item, (requires attunement)
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell from it. The helm regains 1d3 expended charges daily at dawn.

Necklace of Fireballs rare Keys from the Golden Vault - Masterpiece Imbroglio Show
Notes:

Wondrous item, 9 uses

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.

Lantern of Revealing uncommon Keys from the Golden Vault - Masterpiece Imbroglio Show
Notes:

Wondrous item,

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 Keys from the Golden Vault - Masterpiece Imbroglio Show
Notes:

Ring,
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 Keys from the Golden Vault - Masterpiece Imbroglio Show
Notes:

3 Windwalk, 2 Greater Restoration, 1 Curing

Sending Stones uncommon Keys from the Golden Vault - Masterpiece Imbroglio Show
Notes:

Wondrous item
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.

Cloak of Displacement rare Keys from the Golden Vault - Masterpiece Imbroglio Show
Notes:

Wondrous item, (requires attunement)
While you wear this cloak, it 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 you are incapacitated, restrained, or otherwise unable to move.

Scale Mail +1 rare Keys from the Golden Vault - Vidorant's Vault Show
Notes:

Armor (medium),
You have a +1 bonus to AC while wearing this armor.

Shortsword +1 uncommon Keys from the Golden Vault - Vidorant's Vault Show
Notes:

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

Battleaxe +1 uncommon Keys from the Golden Vault - Vidorant's Vault Show
Notes:

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

Ring of Evasion rare Keys from the Golden Vault - Vidorant's Vault Show
Notes:

Ring, (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Gloves of Thievery uncommon Keys from the Golden Vault - Vidorant's Vault Show
Notes:

Wondrous item,
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.