Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Periapt of Health uncommon Trade Log Show
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.

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.

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.

Wand of Magic Missiles uncommon Trade Log Show
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.

Arcane Grimoire, +2 rare DDHC-KGV-07 - Axe from the Grave DDHC-KGV-07 - Axe from the Grave Show
Arcane Grimoire, +1 uncommon DDALPG v13 Purchase Log Show
Amulet of the Devout, +2 rare Trade Log Show
Jade Serpent Staff (Varity unknown) unique Dungeon of the Mad Mage Dungeon of the Mad Mage Level 8 Show
Notes:

It uses the stat block of a giant poisonous snake.
The serpent is a construct that understands and obeys whoever was holding the staff when it transformed.
It has immunity to poison damage and the poisoned condition. It doesn’t require air, food, drink, or sleep.
When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff and breaks into 1d4 + 1 pieces that must be magically mended before the staff can be used again.

Half Plate, +2 very_rare BMG VDDW Trading Post Trade Log Show
Rapier of the Dark Huntsman, (Rapier of Life Stealing) rare CCC-PDXAGE-02-01-The Dark Hunt Trade Log Show
Notes:

The rapier is flavored as "Rapier of the Dark Huntsman". If you're curious about the flavor text:

"Weapon, rare (requires attunement) This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal, White Plume Mountain Trade Log Show
Brazier of Commanding Fire Elementals rare DDHC-KGV-13-Fire and Darkness DDHC-KGV-13-Fire and Darkness Show
Book of Trios, Arcane Grimore +3 very_rare BMG-MOON-MD-08 Down the Rabbit Hole Trade Log Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Wizard) This old book, titled “Book of Trios,” is remarkably well-preserved. Its brown and gold cover is coated with a fine layer of pixie dust, which gets on everything it touches. When a spell is cast from the book, the pixie dust swirls into a glittering aura of arcane energy around the caster. While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity (+3). You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

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.

Periapt of Proof Against Poison rare Trade Log Show
Glimmering Moonbow, Longbow rare DDHC-GOG-Giants of the Star Forge DDHC-GOG-Giants of the Star Forge Show
Notes:

This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn.

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

Unlocked Magic Items