Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Hat of Vermin, Guardian common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Wondrous item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Gift of Flame, Greatsword uncommon Opal of the Ild Rune Trade Log Show
Notes:

Opal of the Ild Rune Transfer into Greatsword Gift of Flame. You can transfer the opal’s magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

Armor of Fungal Spores (Hide) uncommon BMG-INT-02- Learning to Stand on an Arc PO-BMG-INT-02- Learning to Stand on an Arc Show
Notes:

While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. This item is found in The Book of Many Things.

This armor of boar hide has been soaked in an herbal solution that enables spores from mushrooms local to Gentlebreeze to grow across its surface. Some of the spores seem to be orange-red in color and may have more potent properties than were originally known to the armor’s creators.

https://www.dndbeyond.com/magic-items/7526586-armor-of-fungal-spores

Green Wizard Hat common BMG Trading Post Show
Moon-Touched Sword, Longsword common BMG-MOONINT-POB-01 - Amidst the Faerie Fair BMG-MOONINT-POB-01 - Amidst the Faerie Fair Show
Grand Festival Token (Sensory Stone, Guardian Property) uncommon PS-DC-DD-02 A Life in the Day (1st Playtest) PS-DC-DD-02 A Life in the Day (1st Playtest) Show
Notes:

Wondrous item, uncommon
As part of the festival, participants are given these sensory stones to begin collecting sensations and to start their own library of sensation. This stone has a large dimple on one face, pleasing to the touch, in which the symbol of the Society of Sensation is carved. When filled with a sensation, the stone glows dimly with a colour representative of the feeling captured within.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. Experiences are what guide future preparations, after all.

Society of Sensation Staff (Staff of Adornment, Beacon Property) common PS-DC-DD-02 A Life in the Day (1st Playtest) PS-DC-DD-02 A Life in the Day (1st Playtest) Show
Notes:

Staff, weapon, common
This staff is an elegantly crafted wooden staff inlaid with iridescent gemstones. The top of the staff is carved into a detail representation of the Society's symbol. Above it, a crystal sphere floats, shimmering with the hues of a sunset, around which tiny decorative items such as feathers, miniscule musical instruments, and fragrant blossoms hover, reflecting the Society of Sensation's love for sensory experiences.
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. Indeed, as Vasha always says: "The Society of Sensation should serve as a beacon to the people, a guidelight for those seeking to enrich themselves through experience!"

Lightbringer uncommon Trade Log Show
Notes:

Uncommon
Weapon (mace), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

Hat of Disguise uncommon DDHC-Vecna: Nest of the Eldritch Eye DDHC-Vecna: Nest of the Eldritch Eye Show
Cap of Water Breathing uncommon PO-BMG-MOON-POB-01 Forget Me Not PO-BMG-MOON-POB-01 Forget Me Not Show
Notes:

Wondrous Item, Uncommon

An aquamarine cap that adjusts its size to the head of its

wearer. The cap appears to be made from a unique cloth; it

feels similar to wool but it’s clear that it isn’t that. The

command word is, “Neptune”.

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.

Candle of the Deep common PO-BMG-MOON-POB-01 Forget Me Not PO-BMG-MOON-POB-01 Forget Me Not Show
Notes:

Wondrous Item, common

The candle is made from purple wax and is formed to take

on the appearance of a coral, when it melts, it slowly

changes form into another type of coral whilst maintaining

its color. The wick always remains in the middle of the

formation and when lit, it shines a bright silver flame.

The flame of this candle is not extinguished when

immersed in water. It gives off light and heat like a normal

candle. (Bright light in a 5-foot radius and dim light for an additional 5 feet.)

Bag of Holding uncommon DDHC-KGV-The Stygian Gambit DDHC-KGV-The Stygian Gambit Show
Notes:

Wondrous Item, uncommon
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.

Notes: Utility, Container

Rapier, +1 uncommon DDHC-KGV-The Stygian Gambit DDHC-KGV-The Stygian Gambit Show
Notes:

Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Magic, Damage, Combat, Finesse

HEWARD’S HANDY SPICE POUCH common PO-BMG-MOON-POB-Wild Iris PO-BMG-MOON-POB-Wild Iris Show
Notes:

Wondrous Item, Common

This small leather pouch has a drawstring in many different colors, and bits and bobs like feathers and buttons have been sewn onto it as decoration.

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.

Slumbering Dragon Vessel uncommon PO-BMG-MOON-POB-03 Mountain Queen PO-BMG-MOON-POB-03 Mountain Queen Show
Notes:

Wondrous item, uncommon (requires attunement)

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.

Pole of Angling common PO-BMG-MOON-POB-03 Mountain Queen PO-BMG-MOON-POB-03 Mountain Queen Show
Notes:

Wondrous Item, Common
Carved and varnished with the greatest of Northlander craftsmanship, the ash wood of this pole is of a rare variety that features streaks of blue in its grain. While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.

Gray Bag of Tricks uncommon DC-POA-DOBU-1-1 Beneath a Stony Stump DC-POA-DOBU-1-1 Beneath a Stony Stump Show
Masquerade Tattoo common DC-POA-DOBU-1-1 Beneath a Stony Stump DC-POA-DOBU-1-1 Beneath a Stony Stump Show
Cap of Water Breathing uncommon DDHC-KGV-Prisoner 13 DDHC-KGV-Prisoner 13 Show
Slippers of Spider Climbing uncommon DDHC-KGV-Prisoner 13 DDHC-KGV-Prisoner 13 Show

Unlocked Magic Items