Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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
Moon-touched shortsword (C)
common
DC-PoA-CONMAR-09 That's a lot of Kobolds
DC-PoA-CONMAR-09 That's a lot of Kobolds
Show
Notes:
Weapon, common
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.
This item is found in the Xanathar's Guide to Everything.
This Shortsword have a smaller than usual handle, making it harder to grib, but easier to draw.
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.
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.
Talking Doll (C,A)
common
WBW-DC-CONMAR-11 Serenade of Sandy Shore
WBW-DC-CONMAR-11 Serenade of Sandy Shore
Show
Notes:
Talking Doll
Wondrous Item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.
The doll looks like a small pirate with a black eyepatch with a clover woven into it.
Heward's Handy Spice Pouch (C)
common
CCC-SEA-01-02 Oh, Not the Bees!
CCC-SEA-01-02 Oh, Not the Bees!
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.
A small, slightly damp leather pouch that is a Heward’s Handy Spice Pouch.
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.
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.
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.
Goggles of Night (U)
uncommon
TYP Ch.4 White Plume Mountain
TYP Ch.4 White Plume Mountain
Show
Notes:
Wondrous item, uncommon
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.
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.
Battleaxe +1 (U)
uncommon
DDHC-KGV-08 Vidorant's Vault
DDHC-KGV-08 Vidorant's Vault
Show
Shortsword +1 (U)
uncommon
DDHC-KGV-08 Vidorant's Vault
DDHC-KGV-08 Vidorant's Vault
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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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Moon-touched shortsword (C) | common | DC-PoA-CONMAR-09 That's a lot of Kobolds | DC-PoA-CONMAR-09 That's a lot of Kobolds | Show | ||
Notes:
Weapon, common 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. This item is found in the Xanathar's Guide to Everything. This Shortsword have a smaller than usual handle, making it harder to grib, but easier to draw. |
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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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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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Talking Doll (C,A) | common | WBW-DC-CONMAR-11 Serenade of Sandy Shore | WBW-DC-CONMAR-11 Serenade of Sandy Shore | Show | ||
Notes:
Talking Doll While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. The doll looks like a small pirate with a black eyepatch with a clover woven into it. |
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Heward's Handy Spice Pouch (C) | common | CCC-SEA-01-02 Oh, Not the Bees! | CCC-SEA-01-02 Oh, Not the Bees! | 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. A small, slightly damp leather pouch that is a Heward’s Handy Spice Pouch. |
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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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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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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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Goggles of Night (U) | uncommon | TYP Ch.4 White Plume Mountain | TYP Ch.4 White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon |
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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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Battleaxe +1 (U) | uncommon | DDHC-KGV-08 Vidorant's Vault | DDHC-KGV-08 Vidorant's Vault | Show | ||
Shortsword +1 (U) | uncommon | DDHC-KGV-08 Vidorant's Vault | DDHC-KGV-08 Vidorant's Vault | Show |