Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Gloves of thievery (U)
uncommon
DDHC-KGV-08 Vidorant's Vault
DDHC-KGV-08 Vidorant's Vault
Show
Notes:
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Stone of Good Luck (U,A)
uncommon
TYP Ch.4 White Plume Mountain
TYP Ch.4 White Plume Mountain
Show
Notes:
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Piwafwi (Cloak of Elvenkind) (U-A)
uncommon
DDHC-DMM Dungeon of the Mad Mage fl 10/trade Lyria
Trade Log
Show
Notes:
Piwafwi (Cloak of Elvenkind)
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. The piwafwi loses its magic if exposed to sunlight for 1 hour without interruption.
Figurine of Wondrous Power: Silver Raven (U)
uncommon
DC-PoA-CONMAR-09 That's a lot of Kobolds
DC-PoA-CONMAR-09 That's a lot of Kobolds
Show
Notes:
Wondrous item, uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
This item is found in the Dungeon Master’s Guide.
This silver statue depicts a raven with its rings spread out high and wide as if trying to seem bigger and more threatening than usual
Boots of Springing and Striding (U)
uncommon
Trade: Dadurkan DDCH-TYP Tales from the Yawning Porta Chapter 4
Trade Log
Show
Notes:
Player : Dadurkan
DCI : 9320814085
Character : Priar
Item : Boots of Springing and Striding
Obtained : DDCH-TYP Tales from the Yawning Porta Chapter 4 White Plume Mountain run 11/12/21 by The Defeated DM on DWB D&D
Gauntlets of Ogre Power (U)
uncommon
DDAL05-12 Bad Business in Parnast/Trade Amestris
Trade Log
Show
Notes:
Your Strength score is 19 while you wear these gauntlets. They have no Effect on you if your Strength is already 19 or higher without them.
flavour: These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.
Soul coin (U)
uncommon
DDAL09-04 Day of the Devil
DDAL09-04 Day of the Devil
Show
Notes:
Soul Coin
Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
Shield +1 (U)
uncommon
DDHC-TYP Ch.2 The Forge of Fury
DDHC-TYP Ch.2 The Forge of Fury
Show
Ring of Jumping (U,A)
uncommon
Trade Primus/BladelockJoe
Trade Log
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus Action at will, but can target only yourself when you do so.
Winged boots (U,A)
uncommon
CCC-SEA-01-02 Oh, Not the Bees!
CCC-SEA-01-02 Oh, Not the Bees!
Show
Notes:
Wondrous Item, uncommon (requires attunement)
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.
The remaining bees are bound onto a pair of footwear, creating a pair of Winged Boots.
Battleaxe +1 (U)
uncommon
DDHC-KGV-08 Vidorant's Vault
DDHC-KGV-08 Vidorant's Vault
Show
Scale mail +1 (U)
uncommon
DDHC-KGV-08 Vidorant's Vault
DDHC-KGV-08 Vidorant's Vault
Show
Orb of direction (C)
common
FR-DC-ONI-02 Battlefield Blooms
FR-DC-ONI-02 Battlefield Blooms
Show
Notes:
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
Dark Shard Amulet (C-A)
common
DDAL10-07 Into Darkness
DDAL10-07 Into Darkness
Show
Notes:
Dark Shard Amulet
Wondrous item, common (requires attunement by a warlock)
This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.”
This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Wand of Pyrotechnics (C)
common
DDAL10-05 A Blight in the Darkness
DDAL10-05 A Blight in the Darkness
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.
Prosthetic Limb/leg (Made of Wood) (C)
common
WBW-DC-MPOP-01 Out on a Limb
WBW-DC-MPOP-01 Out on a Limb
Show
Notes:
Prosthetic Limb (Made of Wood)
Wondrous Item, common
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Source T.C.E
Staff of Adornment (C)
common
WBW-DC-PHP-01 Pot Luck!
WBW-DC-PHP-01 Pot Luck!
Show
Notes:
Staff of Adornment
Staff, commonn
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Cloak of Many Fashions (C)
common
DC-PoA-CONMAR-21 For My People
DC-PoA-CONMAR-21 For My People
Show
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Boots of false tracks (C)
common
DC-PoA-CONMAR-07 Counting Kobolds
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.
Masquerade Tattoo (C,A)
common
DC-PoA-CONMAR-02 Put That Thing Right Back
DC-PoA-CONMAR-02 Put That Thing Right Back
Show
Notes:
wondrous item (tattoo), common (requires attunement), ,
Value/Weight:
Details:
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
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.
Fluid Ink.
As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self.
As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Gloves of thievery (U) | uncommon | DDHC-KGV-08 Vidorant's Vault | DDHC-KGV-08 Vidorant's Vault | Show | ||
|
Notes:
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. |
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| Stone of Good Luck (U,A) | uncommon | TYP Ch.4 White Plume Mountain | TYP Ch.4 White Plume Mountain | Show | ||
|
Notes:
Stone of Good Luck |
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| Piwafwi (Cloak of Elvenkind) (U-A) | uncommon | DDHC-DMM Dungeon of the Mad Mage fl 10/trade Lyria | Trade Log | Show | ||
|
Notes:
Piwafwi (Cloak of Elvenkind) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. The piwafwi loses its magic if exposed to sunlight for 1 hour without interruption. |
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| Figurine of Wondrous Power: Silver Raven (U) | uncommon | DC-PoA-CONMAR-09 That's a lot of Kobolds | DC-PoA-CONMAR-09 That's a lot of Kobolds | Show | ||
|
Notes:
Wondrous item, uncommon A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. This item is found in the Dungeon Master’s Guide. This silver statue depicts a raven with its rings spread out high and wide as if trying to seem bigger and more threatening than usual |
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| Boots of Springing and Striding (U) | uncommon | Trade: Dadurkan DDCH-TYP Tales from the Yawning Porta Chapter 4 | Trade Log | Show | ||
|
Notes:
Player : Dadurkan |
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| Gauntlets of Ogre Power (U) | uncommon | DDAL05-12 Bad Business in Parnast/Trade Amestris | Trade Log | Show | ||
|
Notes:
Your Strength score is 19 while you wear these gauntlets. They have no Effect on you if your Strength is already 19 or higher without them. flavour: These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. |
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| Soul coin (U) | uncommon | DDAL09-04 Day of the Devil | DDAL09-04 Day of the Devil | Show | ||
|
Notes:
Soul Coin Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. |
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| Shield +1 (U) | uncommon | DDHC-TYP Ch.2 The Forge of Fury | DDHC-TYP Ch.2 The Forge of Fury | Show | ||
| Ring of Jumping (U,A) | uncommon | Trade Primus/BladelockJoe | Trade Log | Show | ||
|
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus Action at will, but can target only yourself when you do so. |
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| Winged boots (U,A) | uncommon | CCC-SEA-01-02 Oh, Not the Bees! | CCC-SEA-01-02 Oh, Not the Bees! | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) 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. The remaining bees are bound onto a pair of footwear, creating a pair of Winged Boots. |
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| Battleaxe +1 (U) | uncommon | DDHC-KGV-08 Vidorant's Vault | DDHC-KGV-08 Vidorant's Vault | Show | ||
| Scale mail +1 (U) | uncommon | DDHC-KGV-08 Vidorant's Vault | DDHC-KGV-08 Vidorant's Vault | Show | ||
| Orb of direction (C) | common | FR-DC-ONI-02 Battlefield Blooms | FR-DC-ONI-02 Battlefield Blooms | Show | ||
|
Notes:
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane. |
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| Dark Shard Amulet (C-A) | common | DDAL10-07 Into Darkness | DDAL10-07 Into Darkness | Show | ||
|
Notes:
Dark Shard Amulet This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. |
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| Wand of Pyrotechnics (C) | common | DDAL10-05 A Blight in the Darkness | DDAL10-05 A Blight in the Darkness | Show | ||
|
Notes:
Wand of Pyrotechnics 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. |
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| Prosthetic Limb/leg (Made of Wood) (C) | common | WBW-DC-MPOP-01 Out on a Limb | WBW-DC-MPOP-01 Out on a Limb | Show | ||
|
Notes:
Prosthetic Limb (Made of Wood) This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. Source T.C.E |
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| Staff of Adornment (C) | common | WBW-DC-PHP-01 Pot Luck! | WBW-DC-PHP-01 Pot Luck! | Show | ||
|
Notes:
Staff of Adornment If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. |
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| Cloak of Many Fashions (C) | common | DC-PoA-CONMAR-21 For My People | DC-PoA-CONMAR-21 For My People | Show | ||
|
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. |
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| Boots of false tracks (C) | common | DC-PoA-CONMAR-07 Counting Kobolds | DC-PoA-CONMAR-07 Counting Kobolds | Show | ||
|
Notes:
Wondrous Item, common |
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| Masquerade Tattoo (C,A) | common | DC-PoA-CONMAR-02 Put That Thing Right Back | DC-PoA-CONMAR-02 Put That Thing Right Back | Show | ||
|
Notes:
wondrous item (tattoo), common (requires attunement), , Value/Weight: Details: Tattoo Attunement. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. Disguise Self. |
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