Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Chest of Preserving common FR-DC-CURSE FR-DC-CURSE Is this a Curse? Show
Notes:

Wonderous item, common

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves’ tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

Gleaming. This item never gets dirty.

Fresh fruit from foreign lands is a marvel richer than gold or jewels.

Scribe’s Chime of Unsealing common FR-DC-JIBEA When Names Fade Away FR-DC-JIBEA When Names Fade Away Show
Notes:

Chime of Opening, Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.

Key. When struck before the crypt gate, the chime’s tone harmonizes with the door’s iron like two tuning forks. Dust motes spiral into neat lines as the bar unlatches itself, as if “correcting” an indexing error.

Appearance. A foot-long, hollow rod of dark electrum etched with ledger lines and a tiny slashed eye near one end. Inside rattles a thin bone sliver that never quite touches the metal—until struck.

How it works (flavor). The tone “re-indexes” the mechanism you target—locks forget they were shut, seals misfile their own bindings, and wards briefly accept you as the proper entry in their ledger.

Quirks (cosmetic only).

While the tone rings, nearby writing straightens as if proofread.

Keys on your belt vibrate faintly in harmony.

If used on a container holding a written secret, the tone briefly harmonizes into a whispered note only the user hears (no information given—just a chill).

Lore. Cult scribes of the Eldritch Eye carried these to “correct” doors that refused to open. Helm’s faithful claim they’re dishonest keys; Vecna’s call them proper citations.

Blessing of the Black Suture common FR-DC-JIBEA When Names Fade Away FR-DC-JIBEA When Names Fade Away Show
Notes:

Blessing of Wound Closure, Blessing

This Blessing grants you the benefits of a Periapt of Wound Closure.

Source/Aspect. A shard of Vecna’s will threads through your life’s ledger, “stitching” your story until He is finished reading it.

Look/Mark. A thin, ink-black stitch appears on your chest over your heart (or where your sigils lie), ending in a tiny knot shaped like a slashed eye. When you bleed, the blood briefly darkens to ink before reddening again.

Omen. In silence, you hear the faint rustle of turning pages. Your wounds close with a papery hiss, as if skin were parchment pressed flat.

Manifestations (purely cosmetic).:

A ghostly bone quill scratches notes in the air when you heal, then fades.

Fresh scars align into neat ledger lines before softening.

Roleplay Prompts.

You feel compelled to record the names of the fallen after each battle.

You hesitate before speaking certain truths, tasting ink on your tongue.

Iron Bands of Bilarro common DDHC-CM Zikran's Zephyrean Tome Show
Hat of Wizardry common SJ-DC-KEEP Kandlekeep Rekonstruktion SJ-DC-KEEP Kandlekeep Rekonstruktion Show
Notes:

Wondrous item, common (requires attunement by a wizard)
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.

Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, 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.

Gloves of Thievery common WBW-DC-ROG-02 Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, uncommon
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.

Instrument of the Bards, Cli Lyre common DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. 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 play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre 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.

The Pupil of the Forgotten common FR-DC-JIBEA When Names Fade Away FR-DC-JIBEA When Names Fade Away Show
Notes:

Ersatz Eye, Wondrous item, common

This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive.

Guardian.
A heartbeat before danger, the smoky iris tightens and a cold page-turn whispers in your ear. Your hand moves before your mind does (+2 initiative while you’re not incapacitated).

Appearance. A tiny, polished orb of smoked glass with a hair-thin slashed-eye sigil drifting inside like an inclusion. Held to the light, faint letters ripple across its surface and vanish.

Story. Forged by scribes of the Eldritch Eye to “complete the face of a witness,” these replacements are traded as alms to the maimed—and as favors to those who prefer to see without being seen.

Cosmetic Manifestations (choose 1–2).

When you focus, a faint ink ring halos the iris for a heartbeat.

In deep darkness, the eye catches the softest glint like wet ink, though it sheds no light.

Whispers & Quirks (narrative only).

Mirrors sometimes blur written names behind you.

Cats and ravens seem unusually interested in your new eye.

Radiance common DDHC-CM The Price of Beauty Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)
1 lb.
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.

Ring of Swimming uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
Notes:

Ring, uncommon
You have a Swim Speed of 40 feet while wearing this ring.

Ring of Jumping uncommon DDHC-CM Book of the Raven DDHC-CM Book of the Raven Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Saddle of the Cavalier uncommon DDHC-CM Book of the Raven DDHC-CM Book of the Raven Show
Notes:

Wondrous item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

Alchemy Jug uncommon DDHC-CM Zikran's Zephyrean Tome Show
Goggles of Night uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
Notes:

Wondrous item, uncommon

While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

Helm of Comprehending Languages uncommon DDHC-CM Mazfroth's Mighty Digressions DDHC-CM Mazfroth's Mighty Digressions Show
Notes:

Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.

Headband of Intellect uncommon DDAL05-16 Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Lantern of Revealing uncommon DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders 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 take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.

+1 Amulet of the Devout uncommon Level 5 Magic Item DDHC-CM Shemshime's Bedtime Rhyme Show
Notes:

Wondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Chained Book (+1 Flail) uncommon DDHC-CM The Joy of Extradimensional Spaces DDHC-CM The Joy of Extradimensional Spaces Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
2 lb.

1d8 Bludgeoning
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

A heavy, leather-bound tome dangles from a length of iron chain, its spine reinforced with brass studs. When read, the pages whisper ancient war prayers; when swung, the book’s weight turns the chain into a bruising flail, scattering sparks of arcane energy with every impact. Ideal for scholars who believe knowledge—and self-defense—should travel hand in hand.

Driftglobe uncommon DDHC-CM The Joy of Extradimensional Spaces DDHC-CM The Joy of Extradimensional Spaces Show
Notes:

Driftglobe
DMG'24
p254
Wondrous item, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.

You can issue another command as a Magic 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.