Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Ring of Jumping uncommon Faerun DDHC-KftGV - Reach for the Stars 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.

Wand of Magic Missiles uncommon Faerun DDHC-KftGV - Reach for the Stars 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.

Baba Yaga's Dancing Broom uncommon DM Reward DDHC-KftGV - Reach for the Stars Show
Notes:

The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.

On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don't have the Incapacitated condition (no action required). You decide what action the broom 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 broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.

Battleaxe +1 uncommon DDHC-KftGV - Reach for the Stars Show
Notes:

Battleaxe +1
Weapon (battleaxe), uncommon

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

Ring of Mind Shielding Ring uncommon Faerun FR-DC-TGT-01 Kobolds Are The Worst Guests! Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Delver. While wearing this ring 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.

Cloak of Protection uncommon Faerun FR-DC-TGT-02 Those Who Plant Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

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

Hidden Message. The cloak’s acorn-shaped clasp marks its wearer as an initiate of the Order of the White Oak. It glows faintly within fifty feet of the grove.

Gem of Brightness uncommon FR-DC-TGT-02 Those Who Plant Show
Notes:

Wondrous Item, Uncommon

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

First Command Word. The gem sheds 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 take a Bonus Action to repeat the command word or until you use another function of the gem.

Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes 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.

Boots of Elvenkind uncommon Faerun FR-DC-TGT-03 The Show must go on Show
Notes:

Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.

These boots are the height of fashion in Esmeltaran.

Wand of Secrets uncommon DDHC-WDH-03 Blue Alley Show
Notes:

Wand, Uncommon

This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.

The wand is constructed from many low-quality emeralds that have been fused together. Inscribed along the edge, in a mix of abyssal and draconic, is the phrase: "All that is yours is mine, and what is mine cannot be hidden."

Moon touched Glaive common DDHC-WDH-03 Blue Alley Show
Notes:

Common

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Wand of Pyrotechnics common DDHC-WDH-03 Blue Alley Show
Notes:

Wand, Common

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.