Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Decanter of Endless Water uncommon CCC-SEA-01-01 All Good Dead Men CCC-SEA-01-01 All Good Dead Men Show
Notes:

Decanter of Endless Water
Wondrous Item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The bottle weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. This item can be found in the Dungeon Master’s Guide.

This stoppered bottle looks like an ordinary bottle of rum, fitted into a hempen net that can be easily attached to one’s belt. The bottle sloshes when shaken. Close inspection of the amber-colored bottle reveals a mud mephit trapped inside, frowning and pressing its face against the glass. If the mephit is released it is under the control of the DM and immediately tries to escape.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of murky fresh water or briny salt water (your choice) pours out of the flask. While it has an earthy taste, the fresh water is potable. The water stops pouring out at the start of your next turn.

Choose from the following options:

• "Stupendous Streams!" produces 1 gallon of water.
• "Fanriffic Fountains!" produces 5 gallons of water.
• "Great Guzzling Geysers!" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you

Headband of Intellect uncommon Trade Log Show
Decanter of Endless Water uncommon CCC-SDREAM-01-01 - From Every Winter, Spring CCC-SDREAM-01-01 - From Every Winter, Spring Show
Notes:

Wondrous Item, uncommon

This fey-craft mithral flask is crafted with attention to minute detail. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

• "Stream" produces 1 gallon of water.

• "Fountain" produces 5 gallons of water.

• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

This item is found in the Dungeon Masters Guide.

Water taken from this flask glows softly in the moonlight, casting dim light within 5 feet. This effect wears off quickly. In addition, while drinking water from this flask, imbibers often hear mutters of things long forgotten. This effect can be useful on rare occasions, but is more likely to be discomforting.

Sentinel Shield uncommon Trade Log Show
Serpent Scale Armor uncommon Trade Log Show
Flail+1, Martial Attacks Technique uncommon DDHC-CKM Joy of Extradimensional Spaces DDHC-CKM Joy of Extradimensional Spaces Show
The Mind Fortress (Ring of Mind Shielding) uncommon CCC-GHC-BK2-06-Eye of Darkness, Heart of Light) CCC-GHC-BK2-06-Eye of Darkness, Heart of Light) Show
Notes:

The Mind Fortress (Ring of Mind Shielding) -- uncommon, attunement

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.

The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state.

The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

Wand of Magic Missiles uncommon DDHC-KGV-Affair on the Concordant Express DDHC-KGV-Affair on the Concordant Express Show
Mithral Chain Mail uncommon DDHC-KGV-Affair on the Concordant Express DDHC-KGV-Affair on the Concordant Express Show
Adamantine Half-Plate uncommon DDHC-TOA Trade Log Show
Saddle of the Cavalier uncommon Trade Log Show
Enduring Spellbook, Waterborne Property common PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls Show
Notes:

This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.

Hat of Wizardry common PO-BMG-DRW-KS-07 PO-BMG-DRW-KS-07 Show
Darkshard Amulet common CCC-GHC-BK2-9 Breath of Fire CCC-GHC-BK2-9 Breath of Fire Show
Clockwork Amulet common PO-BMG-DRW-KS-The Ruins of Ancient Raumathar PO-BMG-DRW-KS-The Ruins of Ancient Raumathar Show
Pipe of Smoke Monsters common BMG-DRWEP-OD-02 The Burning of Aglarond BMG-DRWEP-OD-02 The Burning of Aglarond Show
Notes:

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Moon-Touched Longsword, Guardian common PO-BMG-DRW-KS-04 - Beneath the Granite Peaks PO-BMG-DRW-KS-04 - Beneath the Granite Peaks Show
Notes:

Source: Xanathar's Guide to Everything

The engraving on this sword depends on which path was taken. It is either a bear, a birch tree, or a rhombus with a two-inch-long line stretching from each corner.

Weapon (any sword), common

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Guardian Minor Property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Horn of Silent Alarm common BMG-MOON-ES-3 - Shadow Downs (Tier 3)—SPECIAL BMG-MOON-ES-3 - Shadow Downs (Tier 3)—SPECIAL Show
Sekolahian Worshipping Statuette common PO-BMG-DRW-KS-01 - The Thief of Thay PO-BMG-DRW-KS-01 - The Thief of Thay Show
Notes:

Wondrous Item, Common

Skillfully carved from sandstone, this 1-foot tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouthm the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.

Ruby of the war mage with the minor property Sentinel – Fiends (Demons) common PO-BMG-DRW-KS-03 The Monoliths at Sunrise PO-BMG-DRW-KS-03 The Monoliths at Sunrise Show
Notes:

RUBY OF THE WAR MAGE

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Sentinel. This item glows faintly when demons are within 120 feet of it.

Unlocked Magic Items