Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Vidorants Ring rare DDHC-KftGV-08 Vidorants Vault DDHC-KftGV-08 Vidorants Vault Show
Notes:

Wondrous item, rare (requires attunement)

This ring has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The ring regains 1d3 expended charges daily at dawn.

Only Vidorant can attune to this ring

Gloves of Thievery uncommon DDHC-KftGV-08 Vidorants Vault DDHC-KftGV-08 Vidorants 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.

Ring of Evasion rare DDHC-KftGV-08 Vidorants Vault DDHC-KftGV-08 Vidorants Vault Show
Notes:

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Cube of Force(Golden vault reward) rare DDHC-KftGV-08 Vidorants Vault DDHC-KftGV-08 Vidorants Vault Show
Notes:

Wondrous Item, Rare (Requires Attunement)

This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.

The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.

Mage Armor
1
Shield
1
Leomund’s Tiny Hut
3
Mordenkainen’s Private Sanctum
4
Otiluke’s Resilient Sphere
4
Wall of Force
5

Flame Tongue (Longsword) rare DDHC-KftGV Heart of Ashes DDHC-KftGV Heart of Ashes Show
Notes:

Weapon (longsword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Balagos’ Belt (+3 Dragonhide Belt) very_rare FR-DC-BG The Flying Flame FR-DC-BG The Flying Flame Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.

Harmonious. Attuning to this item takes only 1 minute.

Bahamut's Blessing common FR-DC-BG The Flying Flame FR-DC-BG The Flying Flame Show
Notes:

Bahamut’s Blessing (Blessing of Magic Resistance)

You have advantage on saving throws against spells and other magical effects.

Mind Crystal (Heightened) rare FR-DC-BG The Flying Flame FR-DC-BG The Flying Flame Show
Notes:

Wondrous Item, Rare

These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.

Githyanki Earring (Ear Horn of Hearing) common FR-DC-BG The Flying Flame FR-DC-BG The Flying Flame Show
Notes:

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.

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

This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Bracers of Defense(Wicked) rare FR‑DC‑BMK‑01 CRYPTS Blood Moon Crypts Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item
heightens the bearer’s urge to do so.

Hat of Wizardry common FR-DC-BTW 01 Fathers Conscience FR-DC-BTW 01 Fathers Conscience Show
Notes:

Wondrous Item, Common (Requires Attunement by a Wizard)

This helmet is made out of metal. It was used by miners to cast light in its lamp.

Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.

Staff of the Python uncommon FR-DC-BTW 01 Fathers Conscience FR-DC-BTW 01 Fathers Conscience Show
Notes:

Staff, Uncommon (Requires Attunement)

As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours.

On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself.

As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.

Orb of Direction common FR-DC-BTW 02 Fathers Curse FR-DC-BTW 02 Fathers Curse Show
Notes:

Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.

Periapt of Wound Closure uncommon FR-DC-BTW 02 Fathers Curse FR-DC-BTW 02 Fathers Curse Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Candle of the Deep common FR-DC-BTW 03 Fathers Mistakes FR-DC-BTW 03 Fathers Mistakes Show
Notes:

Wondrous Item, Common

The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.

Mystery Key common Fr-DC-BTW-04 Fathers Decision Fr-DC-BTW-04 Fathers Decision Show
Notes:

Wondrous Item, Common

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.

Wand of Binding rare Fr-DC-BTW-04 Fathers Decision Fr-DC-BTW-04 Fathers Decision Show
Notes:

Wand, Rare (Requires Attunement)

This wand has 7 charges.

Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Hold Monster
5
Hold Person
2

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

Mystery Key common FR-DC-MBM-01 Back To The Big Guy FR-DC-MBM-01 Back To The Big Guy Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common

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.

Cloak of Protection uncommon FR-DC-MBM-01 Back To The Big Guy FR-DC-MBM-01 Back To The Big Guy Show
Notes:

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

(Aus Original Feyziegen Fell)

Hat of Wizardry common FR-DC-MBM-02 Back To Blighty FR-DC-MBM-02 Back To Blighty Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This cone-shaped hat is adorned with moons and stars.

While you are wearing it, you gain the following benefits:

Spellcasting Focus

You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell

As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.

Minor Property: Unbreakable

The item can't be broken. Special means must be used to destroy it.

History:

You shot this hat and it survived! Maybe it will help you survive as well.