Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wand of the Warmage +1 uncommon Purchase Log Show
Notes:

Wand, uncommon (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Wand of Lightning Bolts rare DDAL08-09 Fangs and Frogs Show
Notes:

Wand, rare (requires attunement by a spellcaster)
This black wand is decorated with symbols of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time it is used.

This wand has 7 charges and requires attunement by a spellcaster. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. One a 1, the wand crumbles into ashes and is destroyed.

Veteran’s Cane common WBW-DC-CONMAR-14 Minuet of Misty Mountain Show
Notes:

Wondrous Item, common
When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.

Tome of Clear Thought very_rare Service Reward: Tier Adventure Reward Show
Notes:

Wondrous Item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Tankard of Sobriety common WBW-DC-CONMAR-14 Minuet of Misty Mountain Show
Notes:

Wondrous Item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Shadowneedle (Unbreakable Arrow) common Trade Log Show
Notes:

Weapon (arrow), common
One of twenty unbreakable arrows crafted with Shadowsong, when this arrow is nocked onto the Oathbow and leveled at an opponent, a gentle hum fills the wielder’s mind, steadying their hand and steeling their focus (this feature bears no mechanical effect). When fired from Shadowsong, the wielder may say the words, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.

Psi Crystal uncommon Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).

Psi Crystal Properties
Intelligence | Score | Range of Telepathy Light Intensity
3-7 15 feet Dim light out to a range of 5 feet
8-11 30 feet Bright light in a 5- foot radius and dim light for an additional 5 feet
12-15 60 feet Bright light in a 10- foot radius and dim light for an addition 10 feet
16 or higher 120 feet Bright light in a 15- foot radius and dim light for an additional 15 feet

Mystery Key common WBW-DC-CONMAR-14 Minuet of Misty Mountain Show
Notes:

Wondrous Item, common
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.

Lantern of Tracking (Aberrations) common DC-PoA-CONMAR-01 Something Sinister Show
Notes:

Wondrous Item, common
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
While the lantern is within 300 feet of any creature of the Aberration type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.

Illuminator’s Tattoo common Trade Log Show
Notes:

Wondrous Item (tatoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.

Guardian Emblem uncommon DC-PoA-HAG-SF4 Failing You Show
Notes:

Wondrous item, uncommon (requires attunement by a cleric or paladin)
This emblem features the holy symbol of Ilmater and feels heavier than usual due to the weight of its former owner's oath.
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.

Gem of Brightness uncommon CCC-ROLL20-02 HEIR3 The Heir of Orcus: Verse III Show
Notes:

Wondrous Item, uncommon
This magnificent sapphire blue 20-sided gem resembles an artifact of lore. Deities from another dimension used gems crafted in such a fashion to control the actions and decisions of mortals. Many Faerûnian scholars believe there is no truth to such myths.

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

• The first command word causes the gem to shed 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 use a bonus action to repeat the command word or until you use another function of the gem.
• The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
• The third command word expends 5 charges and causes the gem to flare with blinding light in a 30- foot cone originating from it. Each creature in the cone must make 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.

Dread Helm common DC-PoA-DUCKS-OS-02-Are you open-minded? Show
Notes:

Wondrous item, minor tier, common
A Dread Helm made from a dragon wyrmling’s skull is found being worn by the winter wolf. It wears snuggly around your head and seems to be always cold to the touch.
This fearsome helm makes your eyes glow red while you wear it.

Clothes of Mending common WBW-DC-CONMAR-14 Minuet of Misty Mountain Show
Notes:

Wondrous Item, common
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Cloak of Billowing common WBW-DC-CONMAR-14 Minuet of Misty Mountain Show
Notes:

Wondrous Item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.

Brooch of Shielding uncommon DC-PoA-CONMAR-11 The Dragonship Approaches Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Brooch of Shielding uncommon Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Boots of Speed rare WBW-DC-CONMAR-14 Minuet of Misty Mountain Show
Notes:

Wondrous Item, rare (requires attunement)
The boots are red and have a golden clover woven into them. The boots look like sneakers.
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Boots of False Tracks common DC-PoA-Conmar-07- Counting Kobolds Show
Notes:

Wondrous Item, common

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Armor of Gleaming (Studded Leather) common WBW-DC-CONMAR-14 Minuet of Misty Mountain Show
Notes:

Armor (Studded Leather), common
This armor never gets dirty.