Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Green Wizards Hat common Purchase Log Show
Notes:

GREEN WIZARDS HAT
Trinket (treat as if a common magic item)
This green, βloppy, conical wizard’s hat magically contains six different items. Once a day a
character can pull an item out of the hat. Which of the items that appears is determined
randomly using a d6 and the list below. The item lasts for 1 hour.
1. a bouquet that smells like anxiety,
2. cotton candy that envelops and obscures the closest tiny object until the candy is eaten
away (no nutritional value),
3. a single mosquito that prefers to feed on oozes,
4. a watering can βilled with sand,
5. a glowing severed head identical to the head of a living creature closest to the hat’s holder,
6. a 20 ft long-5 ft wide rainbow beam of light that lasts one hour or until dismissed,

Chest of preserving common DDHC-DMM Dungeon of the Mad Mage Level 10 Muiral's Gauntlet DDHC-DMM Dungeon of the Mad Mage Level 10 Muiral's Gauntlet Show
Orb of Gonging common DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard Show
Notes:

This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.

Lantern of Tracking (Abberations) common DC-PoA-ROG-2: The Cold Eyes of Terror DC-PoA-ROG-2: The Cold Eyes of Terror Show
Notes:

Lantern of Tracking (Wondrous Item, common)

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.

Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its Ylame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. This item is found in Icewind Dale: Rime of the Frostmaiden.

Elminster’s Hat Of Wizardry common FR-DC-LIGA-03-Doom Reborn FR-DC-LIGA-03-Doom Reborn Show
Notes:

Wondrous Item, Common (Requires Attunement by a Wizard)
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. 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.
This item is found in Xanathar's Guide to Everything, pg. 137.
This red conical hat is very worn.

Horn of Silent Alarm common FR-DC-LIGA-08 A Song of Closure FR-DC-LIGA-08 A Song of Closure Show
Notes:

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.

Green Wizards Hat common BMG VDDW Trading Post v13.1 Purchase Log Show
Notes:

Trinket (treat as if a common magic item)
This green, βloppy, conical wizard’s hat magically contains six different items. Once a day a
character can pull an item out of the hat. Which of the items that appears is determined
randomly using a d6 and the list below. The item lasts for 1 hour.
1. a bouquet that smells like anxiety,
2. cotton candy that envelops and obscures the closest tiny object until the candy is eaten
away (no nutritional value),
3. a single mosquito that prefers to feed on oozes,
4. a watering can βilled with sand,
5. a glowing severed head identical to the head of a living creature closest to the hat’s holder,
6. a 20 ft long-5 ft wide rainbow beam of light that lasts one hour or until dismissed,
Cost 125gp

Orb of Direction common FR-DC-LIga-10 Tangled Threads of the Moor FR-DC-LIga-10 Tangled Threads of the Moor Show
Notes:

Wondrous item, common

This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
This seemingly plain glass orb once held a mote of Halaster Blackcloak, known as Professor Halaster. Maybe it will again in the future…

Dread healm common DDHC-DMM Dungeon of the Mad Mage Level 11 DDHC-DMM Dungeon of the Mad Mage Level 11 Show
Plaque of Dominion, Rod of the Pact Keeper +1, Minor Property Guardian uncommon SJDC-RBT | Starry Doom SJ-DC-RBT | Starry Doom Show
Notes:

Rod of the Pact Keeper +1, +2 to initiative
Carved when the Old Ones still dwelt amongst their servants, this plaque bears glyphs of such potent cosmic power that those who even glance upon them are driven into a stupor.

Periapt of Health uncommon Trade Log Show
Arcane Grimoire, +1 uncommon DDALPG v13 Purchase Log Show
Potion of Healing (Greater) uncommon Xanathar's guide to Everything Purchase Log Show
Mithral Armor, Half-Plate uncommon DDHC-KGV-Prisoner 13 DDHC-KGV-Prisoner 13 Show
Notes:

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Wand of Magic Missiles uncommon Trade Log Show
Gloves of Missile Snaring uncommon DDHC-DMM Dungeon of the Mad Mage Maze Level DDHC-DMM Dungeon of the Mad Mage Maze Level Show
Notes:

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Ring of puzzler’s wit uncommon PO-BMG-INT-01 - The House That Magic Built Trade Log Show
Notes:

Ring, unncommon This gold ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind. The ring has 3 charges and regains 1d4 − 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check. This item is found in The Book of Many Things. The surface of the ring is covered is extremely detailed runework that forms a mazelike pattern on its surface and attempting to follow it never seems to work as it should.

Psi Crystal uncommon DC-PoA-ROG-2: The Cold Eyes of Terror Trade Log Show
Notes:

Uncommon
Psi Crystal (Wondrous Item, uncommon) (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). This item is found in Icewind Dale: Rime of the Frostmaiden. Intelligence Score Range of Telepathy Light Intensity 3–7 15 feet Dim light out to a range of 5 feet 8–11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet 12–15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet 16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated. A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.

Cap of Water Breathing uncommon DDHC-KGV-Prisoner 13 DDHC-KGV-Prisoner 13 Show
Notes:

Wondrous item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal, White Plume Mountain Trade Log Show

Unlocked Magic Items