Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Staff of the Python uncommon Trade Log 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.

Wand of Magic Missiles uncommon CCC-WWC-01 In the Face of Fear Show
Notes:

Wand, Uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

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.

Ring of Jumping common DDHC-KftGV Reach for the Stars Show
Notes:

Ring of Jumping
Ring, Uncommon (Requires Attunement)

While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

Wand of Magic Missiles common DDHC-KftGV Reach for the Stars Show
Notes:

Wand of Magic Missiles
Wand, Uncommon

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

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.

Longbow +2 rare Trade Log Show
Notes:

Longbow +2
Weapon (Longbow), Rare

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Serpent Scale Armor uncommon Trade Log Show
Notes:

Serpent Scale Armor
Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

AC: 15 + Dex modifier
Weight: 45

Venture Company Pocket Watch (Orb of Time) common DC-FR-VENTURE-01 Venture to the East: First Flight Show
Notes:

Venture Company Pocket Watch (Orb of Time)
Wondrous item, common

"May this emblem lead you the way into the unknown as you venture forth on your path to new discoveries."
Source: Xanathar's Guide to Everything

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

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.

Venture Company Issued Travel Pack (Heward's Handy Haversack) rare DC-FR-VENTURE-01 Venture to the East: First Flight Show
Notes:

Venture Company Issued Travel Pack (Heward's Handy Haversack)
* Wondrous Item, Rare*

"This Venture Company issued Backpack comes with more space than you'll ever need. Including woven in arcane sigils that can heat you up or cool you down."
Included in this backpack are:

  • 1 Keoghthom's Ointment (5 Charges)
  • 1 Spellwrought Tattoo with Featherfall
  • 1 Spellwrought Tattoo with Emergency Rations (Goodberry)
  • 1 Tent
  • 4 Waterskins (2 filled with Water, 2 filled with Wine)
  • 30 Rations
  • 1 Bullseye Lantern (Plus two Vials of Oil)
  • A pack of Candles (20 Candles)
  • A Map of Toril
  • 1 Flask of Holy Water
  • 5 Sheets of Parchment / 1 Ink Pen with the Venture Logo / 2 Vials of Ink
  • A empty Journal with the Venture Company Logo on it
  • 2 coils of Rope
  • A Shovel
  • 2 Tinderboxes
  • 1 extra warm and fluffy Blanket
  • 1 Bedroll

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Minor Property:

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Wand of Magic Missiles uncommon DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express Show
Notes:

Wand of Magic Missiles
Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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.

Pipe of Remembrance common DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express Show
Notes:

Pipe of Remembrance
Source: Ghosts of Saltmarsh
Wondrous item, common

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.

Dimensional Shackles rare DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express Show
Notes:

Dimensional Shackles
Wondrous item, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

Rod of the Pact Keeper +2 rare DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express Show
Notes:

Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

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.

Decanter of Endless Water uncommon DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express Show
Notes:

Decanter of Endless Water
Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Silvered Greatsword +3 very_rare DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express Show
Notes:

Silvered Greatsword +3
Weapon (greatsword), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Mithral Armor uncommon DDHC-KGV-11 Keys from the Golden Vault - Afair on the Concordant Express Show
Notes:

Mithral Armor
Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.