Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Boots of the Winterland uncommon DDHC-CM-11 Zikran's Zephyrean Tome DDHC-CM-11 Zikran's Zephyrean Tome Show
Notes:

Wondrous item, uncommon (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Censer of Controlling air elementals rare DDHC-CM-11 Zikran's Zephyrean Tome DDHC-CM-11 Zikran's Zephyrean Tome Show
Notes:

Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

Iron Bands of silvarro rare DDHC-CM-11 Zikran's Zephyrean Tome DDHC-CM-11 Zikran's Zephyrean Tome Show
Notes:

Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.

Cli Lyre rare DDHC-CM-12 The Curious Tale of Wisteria Vale DDHC-CM-12 The Curious Tale of Wisteria Vale Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Gem of Seeing rare DDHC-TftYP-Tomb of Horrors DDHC-TftYP-Tomb of Horrors Show
Notes:

Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

Ring of Protection rare DDHC-TftYP-Tomb of Horrors DDHC-TftYP-Tomb of Horrors Show
Notes:

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

Bloodwell Vial(+1) uncommon level 5 magic item level 5 magic item Show
Notes:

Source: Tasha's Cauldron of Everything

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Pearl of Power uncommon SJ-DC-ARQ-01 Welcome to the Arquëon System SJ-DC-ARQ-01 Welcome to the Arquëon System Show
Notes:

Wondrous item, uncommon (requires attunement by a spellcaster)

While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.