Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Pipe of Smoke Monsters (C) common WBW-DC-CONMAR-07 Impelled Reflections WBW-DC-CONMAR-07 Impelled Reflections Show
Notes:

Wondrous Item, common

The head of this white pipes is shaped in a limestone like pattern and the smoke that comes out of it has an almost shadowy look with occasional dark red streaks of lighting

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Quarterstaff +1 (U) uncommon DDAL07-03 A Day at the Races DDAL07-03 A Day at the Races Show
Notes:

Weapon (quarterstaff), uncommon, Table F, 16 Tier 1 TCPs

You have a +1 bonus to attack and damage rolls made with this magic weapon. This item can be found in the Dungeon Master’s Guide.

This quarterstaff features a blunted iron hook on one end and is used by dinosaur wranglers to goad ornery beasts in their charge into doing what they’re supposed to. The staff is carved from dark, smooth wood and decorated with feathers.

Stone of Good Luck (U,A) uncommon Trade Zarana/White Plume Mountain Trade Log Show
Notes:

Requires Attunement

While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

Cloak of Protection (U,A) uncommon DDAL06-01 A Thousand Tiny Deaths DDAL06-01 A Thousand Tiny Deaths Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Made of tattered, patched canvas and stitched together with thick, coarse twine; a homelier cloak you’ll likely never see. The only exceptional component of the beastly thing is the saucer-sized black dragon scale that hangs over the wearer’s chest when the cloak is worn. It is glossy and bears the sigil of Nightscale herself.

Pipes of the Sewers (U,A) uncommon DDEX3-06 No Foolish Matter DDEX3-06 No Foolish Matter Show
Notes:

Wondrous item, uncommon (requires attunement)

These pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called “Maedra’s Home.”

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.

Ring of jumping (U,A) uncommon CCC-DDSC-02 A Fool and His Gold CCC-DDSC-02 A Fool and His Gold Show
Notes:

Ring, uncommon (requires attunement)
This item takes the shape of a ring clouds around the wielder’s finger. Wisps of white smoke circle around the user whenever they jump, making them feel lighter than air.

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.

Cloak of Protection (U,A) uncommon DDLE04 Death House DDLE04 Death House Show
Rapier +1 (U) uncommon DDEX3-02 Shackles of Blood DDEX3-02 Shackles of Blood Show
Notes:

Weapon (rapier), uncommon

This weapon weighs half as much as a normal rapier and is fashioned of dark blue metal inscribed with images of spiders and webs

Eyes of Minute Seeing (U) uncommon DDEX3-12 Hillsfar Reclaimed DDEX3-12 Hillsfar Reclaimed Show
Notes:

Eyes of Minute Seeing
Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
These smoky lenses are set in a brass frame and allow the wearer to read Abyssal

Handaxe +1 (U) uncommon DDEX3-12 Hillsfar Reclaimed DDEX3-12 Hillsfar Reclaimed Show
Sending Stones (U) uncommon CCC-BMG-12 HILL 1-3 Resurgence CCC-BMG-12 HILL 1-3 Resurgence Show
Notes:

Sending Stones
Wondrous item, uncommon

These smooth stones made of marble have the crest of Hillsfar carved into them. As well as the properties described in the Dungeon Master’s Guide (pg. 199), these stones also have the ability to directly contact the First Lord of Hillsfar. You have been assured that he always keeps the stone close at hand. Contacting the First Lord expends the single use the stones gain every dawn.

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Hand Crossbow +1 (U) uncommon CCC-BMG-29 Hill 2-2 The Red Herring CCC-BMG-29 Hill 2-2 The Red Herring Show
Notes:

Hand Crossbow +1
Ranged weapon (martial, hand crossbow), uncommon

This +1 black wooden hand crossbow has a blood red heart engraved on it that bleeds a little every a bolt from it kills someone.

You have a +1 bonus to attack and damage rolls made with this weapon.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Damage: 1d6+1
Damage Type: Piercing
Properties: Light, Loading, Range
Range: 30/120
Weight: 3

Wand of Wonder (R-A) rare CCC-BMG-47 HILL 3-2 Suffer the Children CCC-BMG-47 HILL 3-2 Suffer the Children Show
Notes:

Wand of Wonder
Wand (arcane focus), rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.

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 dust and is destroyed.

Ioun stone of Reserve (R-A) rare CCC-BMG-48 HILL 3-3 Spare the Rod CCC-BMG-48 HILL 3-3 Spare the Rod Show
Notes:

Wondrous item, rare (requires attunement)

This deep violet, almost indigo, translucent prism has a noticeable chunk broken off of one corner. When found, it contains the spell lightning bolt. While orbiting the owner’s head, the stone emits a low buzzing, like an insect, which is only perceptible to the owner

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

This deep violet, almost indigo, translucent prism has a noticeable chunk broken off of one corner. When found, it contains the spell lightning bolt. While orbiting the owner’s head, the stone emits a low buzzing, like an insect, which is only perceptible to the owner.

Achis Atracta/Periapt of proof against poison (R) rare CCC-BMG-30 HILL 2-3 The Red Death CCC-BMG-30 HILL 2-3 The Red Death Show
Notes:

Achis Atracta

Periapt of proof against poison, rare

This amulet is made of an intricately carved bloodstone, shaped in the likeness of a woman’s head. The eyes pulse with a white glow when Achis is speaking. The stone is attached to a delicate silver chain.

Proof against Poison. Achis Atracta has all the powers of a periapt of proof against poison that she bestows upon her wearer—if she feels so inclined. She is very fickle (see Personality).

Sentience. Achis Atracta is a sentient chaotic neutral item with an Intelligence of 10, a Wisdom of 10, and a Charisma of 16. She has hearing and normal vision out to a range of 120 feet.

She can speak, read, and understand Common and Celestial.

Personality. Achis Atracta speaks in a whiny and shrill voice, making demands as though accustomed to being obeyed. She acts like a spoiled noble and expects to be waited on like a queen. Wearers who do not treat her with respect and deference gain no benefit from her item powers. She screams and complains loudly if surprised by a situation she deems beneath her—such as trekking through a sewer or being engulfed by a fireball.

Achis wants to be loved and adored by a person with power and standing like a princess in a fairy tale. Her greatest wish is to fall in love with a prince and be swept off her feet—figuratively speaking.

Ring of Animal Influence (R) rare CCC-BMG-46 HILL 3-1 Shepherd the Weak CCC-BMG-46 HILL 3-1 Shepherd the Weak Show
Notes:

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals

Rod of the Pact Keeper +2 (R-A) rare DDEX3-13 Writhing in the Dark DDEX3-13 Writhing in the Dark Show
Notes:

Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)

This rod looks like three tentacles wrapped around each other. Upon speaking the word "Xicvizt", the tentacles writhe as though were alive and are wreathed in purple fire that sheds dim light in a 5-foot radius. A

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Weight: 2

Ring of Protection (R-A) rare DDEX03-15 Szith Morcane Unbound DDEX03-15 Szith Morcane Unbound Show
Notes:

Ring of Protection
Ring, rare (requires attunement)

This ancient drow ring is made of cool black spider silk, when worn it causes the user to feel self-assured and over confident.

You gain a +1 bonus to AC and saving throws while wearing this ring.