Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Reveler’s Concertina (R, A)
rare
BMG-MOON-MD-03 The Lost Song
Show
Notes:
The bellows of this concertina display paintings of different fantastical locations each time they are closed and opened fully. While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn.
Pixie Winged Boots (UC, A)(stashed)
uncommon
Assigning DM Reward
Show
Notes:
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots(see the Dungeon Master’s Guide).
Mithral Plate Mail (UC)
uncommon
DDHC00-GSM-06 The Final Enemy
Show
Stone of Good Luck (UC, A)
uncommon
Trade Log
Show
Blue Alchemy Jug (UC)(stashed)
uncommon
DDHC-CM Zikran's Zephyrean Tomes
Show
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Orange Alchemy Jug (UC)(stashed)
uncommon
DDHC-CM Zikran's Zephyrean Tomes
Show
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Wingwear (UC, A)(stashed)
uncommon
DDEP02 - Mulmaster Undone
Show
Notes:
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
Silver Raven Figurine of wondrous Power (UC)
uncommon
DDHC00-GSM-06 The Final Enemy
Show
Notes:
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.
Silver Raven.
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.
Sweet Honeyfish Mooncake (Keoghtom's Oinment) (UC)
uncommon
SJ-DC-DWR-01 DOHWAR HEIST
Show
Notes:
This glass jar, 3 inches in diameter, contains 4 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Special: The filling of this mooncake acts as Keoghtom’s Ointment, it smells sickly sweet and each dose represents a bite of the mooncake. Each bite is more delicious than the last and it takes a little willpower not to eat it all.
Cloak of the Manta Ray (UC)
uncommon
DDHC00-GSM-06 The Final Enemy
Show
Notes:
Wondrous item, minor tier, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action
Selfaril’s Soul Gem (C, A)
common
CCC-GAD01-01 Broken Blade
Show
Notes:
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.
This jagged piece of ruby was once part of the gem that housed Selfaril Uoumdolphin’s soul. Even now it seems to hold a small piece of his vitality
Wand of Pyrotechnics (C)
common
DDAL10-05 A Blight in the Darkness
Show
Dohwar Plushie (Talking Doll)(Common)
common
SJ-DC-DWR-01 DOHWAR HEIST
Show
Notes:
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.
This item is found in Xanathar’s Guide to Everything.
Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful.
Earing of Message (C)
common
BMG-DRWEP-OD-01 THE ENEMY OF MY ENEMY
Show
Notes:
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
The blue crystal of this earring is wrapped with delicate copper wire styled in the shape of a flying serpent, the of the Zhentarim
Horn of Silent Alarm (Guardian Property)(C)
common
Assigning DM Reward
Show
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Tentacle Rod (R, A)
common
CCC-GHC-BK1-02 - The Darkest Knight
Show
Notes:
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.
Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.
On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
Dread Helm (C)
common
CCC-GAD01-02 Red War: Black Phoenix
Show
Notes:
This fearsome steel helm makes your eyes glow red while you wear it.
The jagged horns on this helmet look quite intimidating
Bag of Holding (UC)(stashed)
common
Taking free Level 5 Item
Show
Moon-Touched Lognsword (C)
common
BMG-DRW-OD-01 Something in the Way
Show
Boots of the Winterlands (UC, A) (stashed)
common
DDHC-CM Zikran's Zephyrean Tomes
Show
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Reveler’s Concertina (R, A) | rare | BMG-MOON-MD-03 The Lost Song | Show | |||
Notes:
The bellows of this concertina display paintings of different fantastical locations each time they are closed and opened fully. While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn. |
||||||
Pixie Winged Boots (UC, A)(stashed) | uncommon | Assigning DM Reward | Show | |||
Notes:
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots(see the Dungeon Master’s Guide). |
||||||
Mithral Plate Mail (UC) | uncommon | DDHC00-GSM-06 The Final Enemy | Show | |||
Stone of Good Luck (UC, A) | uncommon | Trade Log | Show | |||
Blue Alchemy Jug (UC)(stashed) | uncommon | DDHC-CM Zikran's Zephyrean Tomes | Show | |||
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce. |
||||||
Orange Alchemy Jug (UC)(stashed) | uncommon | DDHC-CM Zikran's Zephyrean Tomes | Show | |||
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce. |
||||||
Wingwear (UC, A)(stashed) | uncommon | DDEP02 - Mulmaster Undone | Show | |||
Notes:
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. The suit regains all of its expended charges after spending at least 1 hour in an elemental air node. |
||||||
Silver Raven Figurine of wondrous Power (UC) | uncommon | DDHC00-GSM-06 The Final Enemy | Show | |||
Notes:
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. Silver Raven. 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. |
||||||
Sweet Honeyfish Mooncake (Keoghtom's Oinment) (UC) | uncommon | SJ-DC-DWR-01 DOHWAR HEIST | Show | |||
Notes:
This glass jar, 3 inches in diameter, contains 4 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. Special: The filling of this mooncake acts as Keoghtom’s Ointment, it smells sickly sweet and each dose represents a bite of the mooncake. Each bite is more delicious than the last and it takes a little willpower not to eat it all. |
||||||
Cloak of the Manta Ray (UC) | uncommon | DDHC00-GSM-06 The Final Enemy | Show | |||
Notes:
Wondrous item, minor tier, uncommon While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action |
||||||
Selfaril’s Soul Gem (C, A) | common | CCC-GAD01-01 Broken Blade | Show | |||
Notes:
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. This jagged piece of ruby was once part of the gem that housed Selfaril Uoumdolphin’s soul. Even now it seems to hold a small piece of his vitality |
||||||
Wand of Pyrotechnics (C) | common | DDAL10-05 A Blight in the Darkness | Show | |||
Dohwar Plushie (Talking Doll)(Common) | common | SJ-DC-DWR-01 DOHWAR HEIST | Show | |||
Notes:
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. This item is found in Xanathar’s Guide to Everything. Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful. |
||||||
Earing of Message (C) | common | BMG-DRWEP-OD-01 THE ENEMY OF MY ENEMY | Show | |||
Notes:
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn. The blue crystal of this earring is wrapped with delicate copper wire styled in the shape of a flying serpent, the of the Zhentarim |
||||||
Horn of Silent Alarm (Guardian Property)(C) | common | Assigning DM Reward | Show | |||
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
||||||
Tentacle Rod (R, A) | common | CCC-GHC-BK1-02 - The Darkest Knight | Show | |||
Notes:
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
||||||
Dread Helm (C) | common | CCC-GAD01-02 Red War: Black Phoenix | Show | |||
Notes:
This fearsome steel helm makes your eyes glow red while you wear it. |
||||||
Bag of Holding (UC)(stashed) | common | Taking free Level 5 Item | Show | |||
Moon-Touched Lognsword (C) | common | BMG-DRW-OD-01 Something in the Way | Show | |||
Boots of the Winterlands (UC, A) (stashed) | common | DDHC-CM Zikran's Zephyrean Tomes | Show |