Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Morfan's Inheritance (Orb of Direction) common Service Reward: Reward as Player Show
Notes:

Wondrous Item, common
A palm-sized dark red orb. When used to determine which direction heads north, the maw of a mad dog with slitted yellow eyes, horns, and antlers sprouting from its head pulls the user in another direction. From Timberton, it forcefully turns the user towards the southwest where the Citadel of Conjurers lies.

This orb can be used as an Arcane Focus.

While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.

Key Minor Property. The item is used to unlock a container, chamber, vault, or other entryway.

Blessing of Wound Closure unique Service Reward: Reward as Player Show
Notes:

Supernatural gift (blessing)
This blessing grants you the benefits of a Periapt of Wounds Closure.

Periapt of Wound Closure
Wondrous Item, uncommon (requires attunement)
While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Vellmoch's Icebox (Chest of Preserving) common FR-DC-MELB-01-07 Secrets In The Deep Show
Notes:

Wondrous Item, common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.

Special: When opened this chest billows out a small cloud of harmless icy fog. Over time the preserving magic of this chest has leaked and partially extends to its bearer. It has the Temperate minor property. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Deep Dragon Belt (Dragonhide Belt +3) very_rare FR-DC-MELB-01-07 Secrets In The Deep Show
Notes:

Wondrous Item, Very Rare (requires attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. This item is found in Fizban's Treasury of Dragons, pg. 23 Special: This belt is created by the finest artisans in Neverwinter, the City of Skilled Hands. The dragonhide is a deep iridescent gray that shimmers purple in the light. The belt has the Delver minor property. While 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.

Pennant of the Vind Rune uncommon DDAL05-15 Reclamation Show
Notes:

Wondrous item, very rare (requires attunement)
This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it’s on your person.

Wind Step. As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft.

Comforting Wind. You can’t suffocate. Wind’s Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest.

Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.

Gift of Wind. You can transfer the pennant’s magic to nonmagical item—a suit or armor, a pair of boots, or a cloak—by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

• Armor. The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.

• Boots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.

Blessing of Protection very_rare DDHC-TYP Tales from the Yawning Portal 4: White Plume Mountain Show
Notes:

Supernatural Gift | Blessing
You gain a +1 bonus to AC and saving throws.

Rod of the Pact Keeper, +2 rare Trade Log Show
Notes:

Rod, rare (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 spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.

Blessing of Understanding very_rare Downtime Activity: Fai Chen - Attend a Wedding Show
Notes:

Supernatural gift | Blessing
Your Wisdom score increases by 2, up to a maximum of 22.

Blessing of Health very_rare Downtime Activity: Fai Chen - Attend A Funeral Show
Notes:

Supernatural gift | Blessing
Your Constitution score increases by 2, up to a maximum of 22.