Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

Blessing of Protection

Wave/Whelm/Blackrazor legendary DDHC-TYP Tales from the Yawning Portal WPM Show
Amulet of the Devout +2 rare DDAL-DRW-11: Shadows in the Stacks Trade Log Show
Notes:

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

5x Arrow +2 rare CCC-BMG MOON 15-1 Shattered Omens Show
Notes:

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

Once it hits a target, the arrow is no longer magical.

This item is found in the Dungeon Master’s Guide.

Necklace of Prayer Beads rare DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

3x Curing, 1x Smiting, 2x Windwall

Belt of Dwarvenkind rare CCC-BMG MOON 3-1 Atop the Fairheights CCC-BMG MOON 3-1 Atop the Fairheights Show
Notes:

While wearing this belt, you gain the following benefits:

Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish

Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

Requires Attunement This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. 4x shield 1x absorb elements

Armor of Vulnerability (slashing) rare DDHC-TYP Tales from the Yawning Portal WPM Show
Reveler’s Concertina rare BMG-MOON-MD-03 The Lost Song Show
Notes:

The bellows of this concertina display paintings of different fantastical locations each time they are closed and opened fully. While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn.

Sentinel Shield uncommon CCC-BMG MOON 11-1 A Darkened City Show
Notes:

Whenever the Sentinel Shield grants advantage on a roll, the eye on the front squints and the shield says “hmmmm” in a deep gravelly voice that is audible to anyone within 30 feet.

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Figurine of Wondrous Power (Silver Raven) uncommon CCC-BMG MOON 11-2 A Darkened Court Show
Notes:

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it

Medallion of Thoughts uncommon CCC-BMG MOON 11-3 A Darkened Heart CCC-BMG MOON 11-3 A Darkened Heart Show
Notes:

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

This medallion is made out of polished silver and shaped like a small mirror.
Any thoughts detected by the device appear in the mirrored surface as either images or the surface fogs over and words appear.

+1 Longsword uncommon CCC-BMG MOON 15-2 Forgotten Fealty Show
Notes:

Weapon (longsword), uncommon

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The sword, no longer tainted by Malar’s corruption, is now a clear crystal. The sword is only loyal to the wielder, becoming a dull blade to anyone else. When the sword strikes a target, a blue-white trail is left briefly in its wake.

Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

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.

Javelin of Lightning uncommon DDHC-TYP Against the Giants Trade Log Show
Notes:

This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.

Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

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.

Chain Mail +1 uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

Red Elemental Gem uncommon CCC-BMG MOON 7-2 Temple of the Sun Show
Notes:

This is one of the artifacts of the lost temples of the Earthmother. It is inscribed with motifs of the sun rising and setting.

This gem contains a mote of elemental energy.
When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
(This gem is a red corundum.)

This item is found on Magic Item Table B in the Dungeon Master’s Guide

Cloak of Protection uncommon CCC-BMG MOON 7-3 The Temple of Death CCC-BMG MOON 7-3 The Temple of Death Show
Notes:

This elegant cloak is made of deep blue velvet trimmed in silver thread.

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

This item is found on Magic Item Table F in the Dungeon Master’s Guide.