Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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
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.
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.
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
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.
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
Boomerang Shield
uncommon
D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary, version 1.2
D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary, version 1.2
Show
Notes:
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.
Hat of Disguise
uncommon
DDEP09-03 Liar’s Night
Trade Log
Show
Battleaxe, +1
uncommon
DDHC-KGV-Heath of Ashes
DDHC-KGV-Heath of Ashes
Show
Shield, +1
uncommon
DDHC-KGV-Heath of Ashes
DDHC-KGV-Heath of Ashes
Show
Deck of Illusions
uncommon
PO-BMG-MOONEP-POB-01 - Something Ancient (T2)—EPIC
PO-BMG-MOONEP-POB-01 - Something Ancient (T2)—EPIC
Show
Notes:
Wondrous item, Uncommon
Weight:
--
Cost:
--
Source:
Player’s Handbook (2014), pg. 161
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)
Mithral Chain mail
uncommon
DDHC-KVG Affair on the Concordant Express
DDHC-KVG Affair on the Concordant Express
Show
Winged Boots
uncommon
Trade Log
Show
Fabulist Gem
uncommon
PO-BMG-MOONCA-POB-01 The Joust of Roses
PO-BMG-MOONCA-POB-01 The Joust of Roses
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.
Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn.
Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.
Cloak of Protection
uncommon
Trade Log
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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 |
||||||
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 |
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Lightbringer | uncommon | Trade Log | Show | |||
Notes:
Uncommon |
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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. |
||||||
Bag of Holding | uncommon | DDHC-KGV-The Stygian Gambit | DDHC-KGV-The Stygian Gambit | Show | ||
Notes:
Wondrous Item, uncommon 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 |
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Rapier, +1 | uncommon | DDHC-KGV-The Stygian Gambit | DDHC-KGV-The Stygian Gambit | Show | ||
Notes:
Weapon (rapier), uncommon 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 |
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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. |
||||||
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 | ||
Boomerang Shield | uncommon | D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary, version 1.2 | D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary, version 1.2 | Show | ||
Notes:
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. |
||||||
Hat of Disguise | uncommon | DDEP09-03 Liar’s Night | Trade Log | Show | ||
Battleaxe, +1 | uncommon | DDHC-KGV-Heath of Ashes | DDHC-KGV-Heath of Ashes | Show | ||
Shield, +1 | uncommon | DDHC-KGV-Heath of Ashes | DDHC-KGV-Heath of Ashes | Show | ||
Deck of Illusions | uncommon | PO-BMG-MOONEP-POB-01 - Something Ancient (T2)—EPIC | PO-BMG-MOONEP-POB-01 - Something Ancient (T2)—EPIC | Show | ||
Notes:
Wondrous item, Uncommon -- Cost: -- Source: Player’s Handbook (2014), pg. 161 This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. Playing Card Illusion |
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Mithral Chain mail | uncommon | DDHC-KVG Affair on the Concordant Express | DDHC-KVG Affair on the Concordant Express | Show | ||
Winged Boots | uncommon | Trade Log | Show | |||
Fabulist Gem | uncommon | PO-BMG-MOONCA-POB-01 The Joust of Roses | PO-BMG-MOONCA-POB-01 The Joust of Roses | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) This glittering red gem is commonly found embedded in a ring or brooch. While wearing the gem, you gain the following benefits. Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. |
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Cloak of Protection | uncommon | Trade Log | Show |