Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+1 Arcane Grimoire uncommon DDEP06-02 Return to White Plume Show
Notes:

Wondrous item, uncommon (requires attunement by a wizard)
3 lb.
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

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.

Armor of Vulnerability (Slashing) rare DDEP06-02 Return to White Plume Show
Notes:

Heavy armor (plate armor), rare (requires attunement)
Major tier
65 lb. AC 18
While wearing this armor, you have resistance to slashing damage.

Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.

Boots of Striding and Springing uncommon DDEP06-02 Return to White Plume Show
Notes:

Wondrous item, uncommon (requires attunement)
Major tier
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Cariboots common CCC-OCC-02 Feast of the Moon wave 2-4 Show
Notes:

Wondrous item, common.

These boots fit any humanoid, and are finely crafted from caribou pelts and lined with the softest fur. While wearing these boots, you can choose to have them leave tracks like those of a caribou.

Dagger of Venom rare Trade Log Show
Notes:

The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.
Weapon (dagger), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

Goggles of NIght uncommon DDEP06-02 Return to White Plume Show
Notes:

Wondrous item, uncommon
Minor tier
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Helm of Telepathy uncommon CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines Show
Notes:

This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
Wondrous item, uncommon (requires attunement).

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Immovable Rod uncommon ccc-sac-03 they are good adventures brent Show
Notes:

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Moon Touched Rapier common CCC-GAD02-01 The Monster Within Show
Notes:

This silver blade is forged to resemble a long tentacle that twists out to a sharp point.

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. This item is found in Xanathar’s Guide to Everything.

Necklace of Prayer Beads (3 bless 2 cure 1 favor) common DDEP06-02 Return to White Plume Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
Major tier
1 lb.
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

d20 Bead of... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk

Opal of the Ild Rune uncommon DDAL05-11 Forgotten Traditions Show
Notes:

Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
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. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Pipe of Remembrances common CCC-OCC-02 Feast of the Moon wave 2-4 Show
Notes:

Pipe of Remembrances.

Wondrous item, common.

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.

Ring of Protection rare DDEP06-02 Return to White Plume Show
Notes:

Ring, rare (requires attunement)
Major tier
You gain a +1 bonus to AC and saving throws while wearing this ring.

Selûne's owl-eye glasses common CCC-OCC-02 Feast of the Moon wave 2-4 Show
Notes:

Selûne's owl-eye glasses

Wondrous item, unique (requires attunement).

While wearing these glasses, as an action, you can instantaneously resummon a deceased, certed or Holiday Event vanity pet or mount that can be returned to life by the find familiar or find steed spells. Once returned to life, they have no new additions to the roles and abilities they had before death (for example, these glasses do not transform them into a familiar or steed). If you are not attuned to your glasses, that does not kill your pet.

The glasses can’t be used this way again until the next dawn.

Serpent's Fang rare Trade Log Show
Notes:

Weapon (longsword), rare
Martial weapon, melee weapon
3 lb. 1d8 slashing - versatile (1d10)
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Stone of Good Luck uncommon DDEP06-02 Return to White Plume Show
Notes:

Wondrous item, uncommon (requires attunement)
Major tier
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Unlocked Magic Items