Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Amulet of Health rare DDAL08-10 The Skull Square Murders G DDAL08-10 The Skull Square Murders Show
Notes:

wondrous item, (requires attunement)

Value/Weight: 1 lb.

Details: An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.

Dragonguard rare DDHC-LMOP - Wave Echo Cave Trade Log Show
Notes:

Armor (breastplate), rare

You have a +1 bonus to AC while wearing this armor.

This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Velahr´Kerym (Flame Tongue Longsword) rare DDAL 00-02d - Echoes of the Weeping War Trade Log Show
Notes:

Weapon, rare (requires attunement)

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade.

These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.

The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.

Wand of Web uncommon CCC-UNITE-05 House of Moonlight Show
Notes:

Wand, Uncommon, Requires Attunement by a Spellcaster.

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges to cast the web spell (save DC 15) from it.

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 crumbles into ashes and is destroyed.

Moon-touched Rapier of the Dark Tongue common CCC-UNITE-05 House of Moonlight Show
Notes:

Weapon, Common
Moon-touched Rapier

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.
Language minor property

The bearer of this weapon can speak and understand Undercommon

Cloak of Displacement rare Assignment 7 Season 11b Assignment 7 Season 11 b Show
Notes:

Wondrous item, 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.

ENLIGHTENMENT common WBW-DC-MOM-01 - One Moment WBW-DC-MOM-01 - One Moment Show
Notes:

ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*)

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.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

Heward's Handy Spice Pouch common PO-BK1-02 Trust No One PO-BK1-02 Trust No One Show
Notes:

Wondrous item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

Duplicitous Manuscript rare PO-BK1-02 Trust No One PO-BK1-02 Trust No One Show
Notes:

Wondrous item, rare (requires attunement by a wizard)

To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.

When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul's magic aura, phantasmal force, and silent image. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.
When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.

Opal of the Ild Rune common DDAL-05-11 Forgotten Traditions Show
Notes:

Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B.

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fire’s Friend. You have resistance to cold damage.

Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild 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 opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

 Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

 Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Mantle of Spell Resistance rare DDHC-RotF Rime of the Frostmaiden Trade Log Show
Notes:

(requires attunement)
You have advantage on saving throws against spells while you wear this cloak.

Ruby of the War Mage common WBW-DC-FWF Book It & Bale Out WBW-DC-FWF Book It & Bale Out Show
Notes:

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Minor Property: Beacon

The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Glamoured Studded Leather rare WBW-DC-FWF Book It & Bale Out WBW-DC-FWF Book It & Bale Out Show
Notes:

AC 12 + Dex

Light armor, rare
13 lb.

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Minor Property: Gleaming

This item never gets dirty.

animated shield common DDHC-CM-16 Alkazaar's Appendix Show
ring of acid resistance common DDHC-CM-16 Alkazaar's Appendix Show
dwarven plate common DDHC-CM-16 Alkazaar's Appendix Show
wand of secrets common DDHC-CM-16 Alkazaar's Appendix Show
glaive +1 common DDHC-CM-16 Alkazaar's Appendix Show
sword of vengeance common DDHC-CM-16 Alkazaar's Appendix Show
adamantine chain-shirt common DDHC-CM-16 Alkazaar's Appendix Show