Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Rusty +1 dagger common DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

This weapon functions as a +1 dagger. When it is used, its grip frays, its blade chips, and it flakes rust.

If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.

Circlet of Blasting common DDHC-TOA-1 Tomb of Annihilation Show
Notes:

Circlet of Blasting
Wondrous item, uncommon

While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

Moon-Touched Longsword common BMG-DRW-OD-01 Something in the Way Show
Notes:

Moon-Touched Longsword
Weapon (Longsword), Common

The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Talking Doll common SJ-DC-AMAK-04: Starlight's Lament Show
Notes:

Talking Doll
Wondrous Item, common (requires attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

Heward's Handy Spice Pouch common SJ-DC HIPS Hiding in Plain Sight Show
Notes:

Heward's Handy Spice Pouch
Wondrous item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

Gloves of Missile Snaring uncommon DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Mask of the Beast uncommon DDHC-TOA-1 Tomb of Annihilation Show
Notes:

Mask of the Beast
Wondrous item, uncommon

This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.

Alchemy Jug uncommon DDHC-TOA-1 Tomb of Annihilation Show
Notes:

Alchemy Jug
Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Periapt of Wound Closure uncommon DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Gem of Brightness uncommon SJ-DC HIPS Hiding in Plain Sight Show
Notes:

Gem of Brightness
Wondrous item, uncommon

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

Rod of the Pact Keeper, +1 uncommon DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

Rod of the Pact Keeper, +1
Rod, uncommon (+1) (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 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Balance of Harmony uncommon DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

Balance of Harmony
Wondrous item, uncommon

This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.

Helm of Telepathy uncommon DDHC-TOA-1 Tomb of Annihilation Show
Notes:

Helm of Telepathy
Helm, wondrous Item uncommon (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Ring of Jumping uncommon DDHC-TOA-1 Tomb of Annihilation Show
Notes:

Ring of Jumping
Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Moon Sickle +1 uncommon Purchase Log Show
Notes:

Moon Sickle +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Plantslayer Longsword +1 uncommon DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.

Gem of Seeing rare SJ-DC HIPS Hiding in Plain Sight Show
Notes:

Gem of Seeing
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.

Amulet of Protection from Turning rare DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

Amulet of Protection from Turning
Wondrous item, rare (requires attunement)

While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.

If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.

Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.

Wand of Lightning Bolts rare DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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

Mirror of the Past rare DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

Mirror of the Past
Wondrous item, rare

The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.