Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Vicious Shortswor rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Longbow +2 rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
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.

Staff of Withering rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Horn of Blasting rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Wondrous item, rare

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Black Root of Clathrus Archeri (Staff of Defense with the Wicked property) rare SJ-DC-PANDORA-JWEI-03A Astheneia SJ-DC-PANDORA-JWEI-03A Astheneia Show
Notes:

Black Root of Clathrus Archeri (Staff of Defense with the Wicked property)
Staff, rare (requires attunement)

This staff’s shaft is blacked and rotted with several fungi grown around it ending with a red colored clathrus archeri at its tip.

When its user casts a mage armor with this staff, a translucent reddish purple colored arcane armor wraps their body with mycelial threads woven around the waist. If a shield is cast with this staff, it takes the form of a mushroom’s red cap.

Whenever the wearer of this armor is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act.

Vicious Longbow rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Vicious Heavy Crossbow rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Vicious Warhammer rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Rod of the Pact Keeper+2(Guardian) rare FR-DC-TiS Trapped in Sanity Trade Log Show
Notes:

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Minor Property: Guardian +2 on Initiative

Instrument of the Bards; Mac-Fuirmidh Cittern uncommon CCC-GSP01-01 A Dragon’s Breath CCC-GSP01-01 A Dragon’s Breath Show
Notes:

Wondrous item, instrument, uncommon (requires attunement by a bard)

2 lb.

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. 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.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Periapt of Wound Closure uncommon FR-DC-MBM-02 Back To Blighty FR-DC-MBM-02 Back To Blighty Show
Notes:

Wondrous item, uncommon (requires attunement)

1 lb.

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.

Minor Property: Beacon

You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.

History: A Halfling's Blessing

In an hour of need, the Halfling girl Wiprys Stonebead helped you by giving up her most precious possession: her family's heirloom and a symbol of their faith to the goddess Sheela Peryroyl
.

Ring of Swimming uncommon PO-BK-3-01 A Pirates Life for Me PO-BK-3-01 A Pirates Life for Me Show
Notes:

You have a swimming speed of 40 feet while wearing this ring.

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.

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.

Rod of the Pact Keeper uncommon Level 5 magic item Level 5 Show
Notes:

Source: Dungeon Master's Guide

Rod, Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires Attunement by a Warlock)

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.

+1 battleaxe, a +1 shortsword, and a suit of +1 scale mail. uncommon DDHC-KftGV-08 Vidorants Vault DDHC-KftGV-08 Vidorants Vault Show
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)

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.

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.