Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
scale mail +1 common DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Pipe of smoke Monster common FR-DC-AMAK01 You better watch out FR-DC-AMAK01 You better watch out Show
Notes:

Wondrous Item, common

While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. 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.

Ruby of the War Mage common DDAL10-09 Service Reward Show
Notes:

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.

Shortsword +1 common DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
battleaxe +1 common DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Clockwork Amulet common DDAL10-08 Service Reward Show
Notes:

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Serpent Scale Armor common DDHC-CM Book of Cylinders Trade Log Show
Notes:

Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Mystery Key common FR-DC-TiS Trapped in Sanity FR-DC-TiS Trapped in Sanity Show
Notes:

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Slippers of Spider climb uncommon DDHC-KftGV-02 The Stygian Gambit DDHC-KftGV-02 The Stygian Gambit Show
Notes:

Source: Dungeon Master's Guide

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down , and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Bag of Holding uncommon DDHC-KftGV-01 The Murkmire Malevolence Trade Log Show
flametongue(longsword) uncommon DDHC-KftGV-09 Heart of Ashes DDHC-KftGV-09 Heart of Ashes Show
Boots of Striding and Springing uncommon DDHC-KftGV-05 Tockworths Clockwork DDHC-KftGV-05 Tockworths Clockwork Show
Notes:

Wondrous item, uncommon (requires attunement)

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.

Driftglobe uncommon DDHC-KftGV-05 Tockworths Clockwork DDHC-KftGV-05 Tockworths Clockwork Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Stone of good luck uncommon DDHC-KftGV-05 Tockworths Clockwork DDHC-KftGV-05 Tockworths Clockwork Show
Notes:

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Robe of Useful Items uncommon CCC-Tarot-01 Awakening of Fates Trade Log Show
Notes:

Ordine Sage’s Robes

(Robe of Useful Items)

Wondrous Item, uncommon

This Robe of Useful Items has silk patches of various

shapes covering it. While wearing the robe, you can

use an action to detach one of the patches, causing it

to become the object or creature it represents. Once

the last patch is removed, the robe becomes an

ordinary garment. It has patches for the following:

• a dagger

• steel mirror

• 10 ft. pole

• 50 ft. hempen rope

• a riding horse (mechanical in nature, otherwise the

same)

• 4 potions of healing

• a 1st level spell scroll (Detect Magic)

• a bag of 100 gp

This robe has gold detailing, and all of its

patterns look very orderly. The robe itself gives its

wearer a sense of assuredness, as if there is a purpose

to every action taken and seen. This item can be

found in the Dungeon Master’s Guide.

Sending Stones uncommon DDHC-KftGV-07 Masterpiece Imbroglio DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Ring of Jumping uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-03 Reach for the Stars Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Gloves of Thievery uncommon DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Notes:

Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Wand of magic Missile uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-03 Reach for the Stars Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Slippers of Spider Climb uncommon DDHC-KftGV-04 Prisoner 13 DDHC-KftGV-04 Prisoner 13 Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.