Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
(+) [U/AT] Staff of the Python uncommon FR-DC-FOS-07 Savage Beasts Need Company FR-DC-FOS-07 Savage Beasts Need Company Show
Notes:

Staff, weapon, uncommon (requires attunement by a cleric, druid, or warlock)
Simple weapon, melee weapon
4 lb.
1d6 bludgeoning - versatile (1d8)

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

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.

Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Minor Property: Song Craft
Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

(+) [C] Mystery Key common FR-DC-FOS-07 Savage Beasts Need Company FR-DC-FOS-07 Savage Beasts Need Company 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.

Quirk: Hungry
This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.

[U] Helm of Comprehend Languages uncommon FR-DC-FOS-08 Food and Water Issues Show
Notes:

Wondrous item, uncommon

While wearing this helm, you can use an action to cast the Comprehend Languages spell from it at will.

Minor Property: 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.

[U/AT] Cloak of Protection uncommon Golden Vault Belohnung DDHC-KGV-03 Keys from the Golden Vault - A Reach for the Stars Show
Notes:

Source: Dungeon Master's Guide

Wondrous item, uncommon (requires attunement)

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

Potion of Greater Healing uncommon List of Consumables Show
Notes:

You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Healing common List of Consumables Show
Notes:

You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Far Realm Potion uncommon List of Consumables Show
Notes:

Potion, uncommon

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

When the poison effect ends, you sprout a tentacle made of inky shadow. This shadowy tentacle lasts for 1 hour. As a bonus action, you can use the tentacle to make a melee weapon attack (+4 to hit) against a creature you can see within 5 feet of itself. On a hit, the target takes 4 (1d8) necrotic damage.

Potion of Heroism rare List of Consumables Show
Notes:

Potion, rare

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

Potion of Gaseous Form rare List of Consumables Show
Notes:

Potion, rare

When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.

[U] Bag of Holding uncommon DDHC-CM-05 Shemshime's Bedtime Rhyme Show
Notes:

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

[R/AT] Ring of the Ram rare DDHC-CM-05 Shemshime's Bedtime Rhyme Show
Notes:

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.