Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Amulet of Health rare Trade Log Show
Notes:

Wondrous item, (requires attunement) This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

Boots of False Tracks common DDAL 10-00 Ice Road Trackersca Show
Notes:

Wondrous item,
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.

Bracers of Defense rare BMG-DRW-OD-01 Something in the Way Show
Notes:

Wondrous Item, (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.

Bulletproof Vest (+1 Breastplate) rare Trade Log Show
Notes:

Armour (Medium)

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).

Chain Mail +1 rare Trade Log Show
Notes:

Type: Heavy, Armor; Cost: 75gp, Weight: 55lb., Stealth: Disadvantage; Strength: 13 Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Cloak of Many Fashions (Forest Green) common BMG-DRW-OD-02 Something Wicked Show
Notes:

Wondrous Item,
This cloak is a leather capelet colored a dark forest green.
When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become.
At the end of the cloak’s transformation sequence, the wearer drifts back to the ground.

While wearing this cloak, you can use a bonus actionto 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.

Cloak of the Manta Ray uncommon Trade Log Show
Notes:

Wondrous item, minor tier 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.

Clothes of Mending common SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em Show
Notes:

Wondrous item,

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.

Dust of Disappearance uncommon SJ-DC-RTR-03 Need for Seat Show
Notes:

Wondrous item,

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.

Invisible:

An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Elemental Essence Shard (Air) rare SJ-DC-RTR-08 Healing the Dead Show
Notes:

Wondrous item, (requires attunement by a sorcerer)

1 lb.

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:

You can immediately fly up to 60 feet without provoking opportunity attacks.

Minor Property: Harmonious

Attuning to this item takes only 1 minute.

Ersatz Eye common DDAL 10-00 Ice Road Trackersca Show
Notes:

Wondrous item,
This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Fish Suit very_rare SJ-DC-RTR-09 Trumps, Trades and Tricks Show
Notes:

Wondrous item,

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.

Minor Property: Beacon

The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Flame Tongue rare Trade Log Show
Notes:

Weapon (Long sword). (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Goggles of Night uncommon Trade Log Show
Notes:

Wondrous item, 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. This item is found on Magic Item Table B in the Dungeon Master’s Guide. These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.

Heward's Handy Spice Pouch common SJ-DC-RTR-09 Trumps, Trades and Tricks Show
Notes:

Wondrous Item,

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.

Minor Property: Language

The bearer can speak and understand Elvish while the item is on the bearer's person.

Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers.

Horn of Silent Alarm common SJ-DC-RTR-05 Cold, Darkness and Fire Show
Notes:

Wondrous item

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Minor Property: Delver

While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

"Ein Zwerg liebt die Dunkelheit der Minen, doch sollte er stets wissen, wo man die Sonne sehen kann."

  • Howar Kohlenquetscher
Moon-Touched Sword common BMG-DRW-OD-01 Something in the Way Show
Notes:

Weapon (longsword),

The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.
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.

Orb of Time common WBW-DC-FWF Do You Know Da Wey (T1, 4-6h) (eigenes Dungeoncraft) Show
Notes:

Wondrous item,

3 lb.

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Additional Minor Property:

Compass. The wielder can use an action to learn which way is north.

Pheonix Tear (Elemental Essence Shard Fire) rare SJ-DC-MONSTER-01 Phoenix Show
Notes:

Wondrous item, rare (requires attunement by a sorcerer)

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
“The shard shimmers in prismatic fire and glows faintly in darkness; an ethereal song of the phoenix echoes if you listen closely.”

Temperate. The bearer suffers no harm in temperatures as

Pole of Collapsing common SJ-DC-RTR-08 Healing the Dead Show
Notes:

Wondrous Item,

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Minor Property: Unbreakable

The item can't be broken. Special means must be used to destroy it.