Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Necklace of Fireballs (7/7) rare DDHC-KftGV-09 Heart of Ashes Show
Notes:

Necklace of Fireballs (7/7)
Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Battleaxe +1 uncommon DDHC-KftGV-09 Heart of Ashes Show
Notes:

Battleaxe +1
Weapon (battleaxe), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Wand of the War Mage, +1 uncommon Character Creation at Lvl5 Character Creation Show
Notes:

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

Shield +1 uncommon DDHC-KftGV-09 Heart of Ashes Show
Notes:

Shield +1
Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

5x Arrows +1 uncommon DDHC-KftGV-09 Heart of Ashes Show
Notes:

5x Arrows +1
Weapon (arrow), uncommon

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical

Spell Scroll Dispel Magic uncommon DDHC-TYP-4 - White Plume Mountain Show
Spell Scroll Fear uncommon DDHC-TYP-4 - White Plume Mountain Show
Harmmony (Longbow of Warning) uncommon CCC-UNITE-007 Show
Notes:

Harmmony (Longbow of Warning)
Weapon (longbow), uncommon (requires attunement)

This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers.

Magic Item Table F in the Dungeon Master’s Guide.

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song.

Boots of Striding and Springing uncommon DDHC-TYP-4 - White Plume Mountain Show
Notes:

Boots of Striding and Springing
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.

Goggles of Night uncommon DDHC-TYP-4 - White Plume Mountain Show
Notes:

Goggles of Night
Wonderous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Stone of Good Luck uncommon DDHC-TYP-4 - White Plume Mountain Show
Notes:

Stone of Good Luck
Wondrous item, uncommon (requires attunement)

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

Necklace of Fireballs (4/4) common DDHC-TYP-4 - White Plume Mountain Show
Notes:

Necklace of Fireballs
Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Weight: 1

Shard of Xeluan (Trinket) common DDHC-KftGV-09 Shard of the Accursed Show
Notes:

Shard of Xeluan
Wondrous Item, Rare (Requires Attunement)

This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.

Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls.

Enhanced Strength. Your strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22.

Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan's petrified heart.

The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.
Shard Misfortunes
d6
Misfortune
1 You accidentally cut yourself with the shard and are poisoned until the next dawn.
2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn.
3 For a few seconds, the ground shakes under you. You and each creature within 10 feet if you must succeed on a DC 16 Dexterity saving throw or be knocked prone.
4 The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4+1) frce damage to the target.
5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.
6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.

Spellbook common DDHC-KftGV-09 Shard of the Accursed Show
Notes:

alarm, arcane lock, detect thoughts, dimension door, and glyph of warding.
greater invisibility, cone of cold, counterspell, fly, ice storm, magic armor, magic missile, shield, detect magic, misty step, suggestion, fireball.

Staff of Flowers common CCC-UNITE-007 Show
Notes:

Staff of Flowers
Staff, common

The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though.

Common Magic Item in Xanathar’s Guide to Everything.

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.