Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Goggles of Night uncommon DDAL07-04 A Walk in the Park Show
Notes:

Wondrous Item, uncommon
The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat.
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.

Helm of Comprehend Languages uncommon CCC-AETHER-01-01 The Heir of Orcus: Verse I Show
Notes:

(Wondrous Item, uncommon)
This elaborate helm is made of Avernium, a black metal found only in Avernus. The helm has the appearance of a crown with spikes. The inner circle of the helm has an inscription in Infernal which reads, “Avernus Dragonchess Champion.”
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Bag of Holding uncommon WBW-DC-CONMAR-09 Sweet Dreams Show
Notes:

Wondrous item, uncommon
Whenever the bag is opened, an aroma of honey surrounds you.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, 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 is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Necklace of Prayer Beads rare Trade Log Show
Notes:

Wondrous item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
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.

This necklace has three beads of blessing and two beads of curing.

Staff of Healing rare Trade Log Show
Notes:

Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid
The smooth wood of this odinary-looking staff is pale, and streaked with multicolored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff's cap and while in possesion of the staff, the wielder feels fortunate and optimistic about what the future holds

This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier:
- Cure Wounds (1 charge per Spell Level, up to 4th),
- Lesser Restoration(2 charges).
- Mass Cure Wounds* (5 charges).

The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.