Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

Cap of Water Breathing uncommon DDHC-KGV-Prisoner 13 DDHC-KGV-Prisoner 13 Show
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.)

Brooch of Shielding uncommon Trade Log 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.

Battleaxe, +1 uncommon DDHC-KGV-Heath of Ashes DDHC-KGV-Heath of Ashes Show
Barthounar (Warrior's Passkey) rare PO-BMG-MOON-POB-04 Something New PO-BMG-MOON-POB-04 Something New Show
Notes:

Inscribed in the side of this silver key are Dethek Runes that say "Barthounar", which is Dwarvish for "thunder slash." When the knock spell is cast from Barthounar, the rumbling sound of thunder faintly echoes after the loud "knock" sound of the spell.
This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key. Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form. If you end your attunement to the item while it's in its sword form, it automatically reverts to its key form.

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

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

Unlocked Magic Items