Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Bag of Holding uncommon Keys from the Golden Vault - The Murkmire Malevolence Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Cloak of Protection uncommon Golden Vault Reward Keys from the Golden Vault - The Murkmire Malevolence Show
Notes:

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

Nature's Mantle uncommon WBW-DC-JOQ-01 Dancing at Her Funeral WBW-DC-JOQ-01 Dancing at Her Funeral Show
Notes:

Wondrous item, uncommon (requires attunement by a druid or ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

Cloak of Many Fashions common WBW-DC-JOQ-01 Dancing at Her Funeral WBW-DC-JOQ-01 Dancing at Her Funeral Show
Notes:

Wondrous item, common
While wearing this cloak, you can take 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.

Wand of Web uncommon LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

This Wand shoots marshmallow like webs that are very sticky and very tasty.

Harengon Spirit Club common LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre Show
Notes:

This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.

Beshaba's Broom uncommon FR-DC-ADiaCL-01 A Day in a Cat's Life FR-DC-ADiaCL-01 A Day in a Cat's Life Show
Notes:

Wondrous item, uncommon (requires attunement)
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it.

As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.

Harmonious: Attunement to this Item only takes 1 minute.

"This magic artifact is often used by Beshaba Clerics on Liar's Night to fly through Faerún to spread misfortune and cover houses in foul eggs. Weirdly enough this just fueled the myth that hags on their brooms fly through the Liar's Night snatching wandering children, which they obviously do but not in that quantity."

Collar of Useful Items common FR-DC-ADiaCL-01 A Day in a Cat's Life FR-DC-ADiaCL-01 A Day in a Cat's Life Show
Notes:

Wondrous item, uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic 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.

"This collar, usually worn by Sunny, has many gems attached to it. Unknown to Silvy and Sunny they can be crushed to summon different materials and tools."

The robe has two of each of the following patches:

Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope (coiled)
Sack
The robe has these additional patches:

Rowboat (12 feet long)
2 Mastiffs (If the DM allows it summons 2 cats)
Spellscroll of Revivify
4 Patches with each 4 Potions of Healing
Riding Horse with a Riding Saddle (Flavored as a giant cat)
Riding Horse with a Riding Saddle (Flavored as a giant cat)
Wooden Ladder (24ft long)
Bag with 100gp
Spellscroll of Catnap
Spellscroll of Catnap
Spellscroll of Catnap

Claw of the Cat Lord common FR-DC-ADiaCL-01 A Day in a Cat's Life FR-DC-ADiaCL-01 A Day in a Cat's Life Show
Notes:

Moon-Touched Glaive, common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Songcraft, every time the weapon swings through the air it makes a faint purring sound.

Bear Claw Bun uncommon FR-DC-Waterdeep-CDZ Sweet Dreams are made of Candies FR-DC-Waterdeep-CDZ Sweet Dreams are made of Candies Show
Notes:

Wondrous item, uncommon

The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

This handcrafted charm is made from pastry, and shaped to look like a puffy bear claw bun. Topped with almond flakes that simulate the claws extending from the paw, it also smells of cinnamon apples.
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Potted Pumpkin of Awakening common FR-DC-Waterdeep-CDZ Sweet Dreams are made of Candies FR-DC-Waterdeep-CDZ Sweet Dreams are made of Candies Show
Notes:

Wondrous item, common

If you plant an ordinary shrub in this 10-pound clay pot and let 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 you and obeys your commands. Absent commands from you, it does nothing.

"This magical pot grows in due time a beautifully animated pumpkin friend, which will probably die horribly in the next area of effect you have to endure. Better lock him away, forever."

Ring of Jumping uncommon DDHC-KftGV Reach for the Stars DDHC-KftGV Reach for the Stars Show
Notes:

Ring, Uncommon (Requires Attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

Wand of Magic Missiles uncommon DDHC-KftGV Reach for the Stars DDHC-KftGV Reach for the Stars Show
Notes:

Wand, Uncommon
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

+1 Amulet of the Devout uncommon DDHC-KftGV Reach for the Stars (GV Reward) DDHC-KftGV Reach for the Stars 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.

Bell of Silent Carols common DDAL-00-05 Winter's Splendor DDAL-00-05 Winter's Splendor Show
Notes:

Horn of Silent Alarm, Wondrous Item, Common
This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn's blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.

Boots of the Winterlands — Waterdeep Provenance common DDAL-00-05 Winter's Splendor DDAL-00-05 Winter's Splendor Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.

"These boots are said to originate in Waterdeep’s Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the city—practical, elegant, and made to endure."

"The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment."

"Inside, the boots are lined with snowermine fur, imported through Waterdeep’s port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine."

"The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner arch—visible only when the boots are turned upside down—are Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds."