Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Moon-Touched Sword common Border Kingdoms CCC-GHC-BK1-01 Into The Border Kingdoms Show
Notes:

Moon-Touched Sword
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
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.
This item can be found in the Xanathar’s Guide to Everything.

Pearl of Power uncommon Trade Log Show
Notes:

Requires Attunement by a Spellcaster

While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can't be used again until the next dawn.

Cloak of Displacement rare CCC-SFBAY-02-01 Old Enemies Arise Show
Notes:

Cloak of Displacement (Rare, Requires Attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

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

Red Elemental Gem
Wondrous item, uncommon

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

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

Requires Attunement by a Cleric, Druid, or Paladin

13+1+5+6+8+6

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 DM 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.

d20 — Bead Name — Spell:

1-6 — Blessing — Bless

7-12 — Curing — Cure Wounds (2nd level) or Lesser Restoration

13-16 — Favor — Greater Restoration

17-18 — Smiting — Branding Smite

19 — Summons — Planar Ally

20 — Wind walking — Wind Walk

Ring of Protection rare DDHC-TYP Tales from the Yawning Portal White Plum Mountain Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal White Plum Mountain Show
+1 Chainmail rare DDHC-TYP Tales from the Yawning Portal White Plum Mountain Show
Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal White Plum Mountain Show
Notes:

Requires Attunement

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

Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal White Plum Mountain 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.

Ring of Spell Storing common DDHC-TYP Tales from the Yawning Portal White Plum Mountain 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.

Armor of Vulnerability (Slashing) rare DDHC-TYP Tales from the Yawning Portal White Plum Mountain Show
Notes:

Requires Attunement

While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance).

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

Cloak of Protection
Wondrous item, uncommon (requires attunement)

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.

Wand of Pyrotechnics common Trade Log Show
Notes:

Wand of Pyrotechnics
Wand, common

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 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.

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 erupts in a harmless pyrotechnic display and is destroyed.

Manual of Bodily Health very_rare CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge Show
Notes:

Manual of Bodily Health
Wondrous Item, very rare

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.

Bracers of Archery uncommon DDEP10-01 Terror in Ten Towns Trade Log Show
Notes:

Bracers of Archery uncommon

Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies.

Pixie Winged Boots uncommon Trade Log Show
Notes:

These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.