Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Pole of Angling
common
DC-PoA-GSP01-01 A Wolfs Whisper
Show
Notes:
Wondrous item, common
While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
The word “Coinmaker” is scratched on the handle of this pole.
Talking Doll
common
CCC-SEA-01-01 - All Good Dead Men
Show
Notes:
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 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. The doll's phrases are lost when your attunement to the doll ends. This item can be found in Xanathar’s Guide to Everything.
This stuffed doll of a princely triton looks a little… chewed upon, but is otherwise none the worse for wear. When found, the doll repeats the phrase "I am Captain Prince Glip Glop of the Respectable House of Glop, Third of his Name, and Ambassador to the Material Plane!" when someone within 5 feet of the dolls says, “What is your name?”
Conch of Silent Alarm
common
SJ-DC-LIN2 To Get Down Below
Show
Notes:
Horn of Silent Alarm
This horn is made out of one single shellfish covered in beautiful exotic colors. It has the particularity to function underwater.
Rope of the Lost (Rope of Mending)
common
SJ-DC-LIN3 Deep Faint Glow
Show
Notes:
This rope made of braided still-living seaweed is often used by travelers of the deep dark to let their presence known, in the rare few cases where such a move is not a terrible idea.
When wielding this item, you may use a bonus action to activate the bioluminescence of the seaweed causing the rope to shed bright light in a 10ft radius, and dim light for an additional 10ft.
Hat of Vermin
common
CCC-GSP02-01 Minauros Unchained
Show
Notes:
Wondrous Item, Common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
The hat looks like a pointy wizard hat with three swirly color design (red, blue, and yellow). Each beast represents a shard a wizard’s soul trapped in the hat. When the bat is summoned, it always leaves a trail of red glitter. The frog’s skin is shiny yellow, and the rat has dark blue eyes and teeth.
Bag of Holding
uncommon
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
The Heart of Baga (Elemental Gem)
uncommon
CCC-GSP02-01 Minauros Unchained
Show
Notes:
Wondrous Item, Uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. FIRE ELEMENTAL
This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
A tiny shard of Baga’s soul is still inside the elemental gem, when you decide to use it, the fire elemental is shaped like a minotaur with a black five-leaf tattoo on the back of its right hand.
Boots of the Winterlands
uncommon
DC-PoA-GSP01-01 A Wolfs Whisper
Show
Notes:
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
This item can be found in the Dungeon Master’s Guide.
This knee-high fashionable boots was crafted by a well renowned magic forger and designer from Waterdeep. The boots are arctic white in color embedded with sparkling crystals and elegant silver lacing.
Decanter of Endless Water
uncommon
CCC-SEA-01-01 - All Good Dead Men
Show
Notes:
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The bottle weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. This item can be found in the Dungeon Master’s Guide.
This stoppered bottle looks like an ordinary bottle of rum, fitted into a hempen net that can be easily attached to one’s belt. The bottle sloshes when shaken. Close inspection of the amber-colored bottle reveals a mud mephit trapped inside, frowning and pressing its face against the glass. If the mephit is released it is under the control of the DM and immediately tries to escape.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of murky fresh water or briny salt water (your choice) pours out of the flask. While it has an earthy taste, the fresh water is potable. The water stops pouring out at the start of your next turn. Choose from the following options:
• "Stupendous Streams!" produces 1 gallon of water.
• "Fanriffic Fountains!" produces 5 gallons of water.
• "Great Guzzling Geysers!" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Marid's Gift (Elemental Essence of Water)
rare
SJ-DC-LIN2 To Get Down Below
Show
Notes:
rare, requires attunement
This essence was directly ripped from the elemental plane of water by the Vizir Azidar. To the touch, it seems to be made of warm water that doesn't flow down nor parts into different pieces, its transparent and turquoise appearance is reminiscent of tropical waters. While wearing this, you can speak, read and write Aquan.
Fang of Oïthonos (Wand of Fireball)
rare
SJ-DC-LIN3 Deep Faint Glow
Show
Notes:
A long fang that glows with an almost imperceptible orange light and feels warm to the touch. It is extremely long, even for a balor's tooth, and still sharp enough to stab someone with (your DM may allow you to use it as a dagger). When you wield it, distant whispers attempt to push you towards destructive, chaotic evil actions. When you use this item to kill something, the distant whispers turn into laughter.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Pole of Angling | common | DC-PoA-GSP01-01 A Wolfs Whisper | Show | |||
Notes:
Wondrous item, common While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. |
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Talking Doll | common | CCC-SEA-01-01 - All Good Dead Men | Show | |||
Notes:
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 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. The doll's phrases are lost when your attunement to the doll ends. This item can be found in Xanathar’s Guide to Everything. This stuffed doll of a princely triton looks a little… chewed upon, but is otherwise none the worse for wear. When found, the doll repeats the phrase "I am Captain Prince Glip Glop of the Respectable House of Glop, Third of his Name, and Ambassador to the Material Plane!" when someone within 5 feet of the dolls says, “What is your name?” |
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Conch of Silent Alarm | common | SJ-DC-LIN2 To Get Down Below | Show | |||
Notes:
Horn of Silent Alarm |
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Rope of the Lost (Rope of Mending) | common | SJ-DC-LIN3 Deep Faint Glow | Show | |||
Notes:
This rope made of braided still-living seaweed is often used by travelers of the deep dark to let their presence known, in the rare few cases where such a move is not a terrible idea. When wielding this item, you may use a bonus action to activate the bioluminescence of the seaweed causing the rope to shed bright light in a 10ft radius, and dim light for an additional 10ft. |
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Hat of Vermin | common | CCC-GSP02-01 Minauros Unchained | Show | |||
Notes:
Wondrous Item, Common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. The hat looks like a pointy wizard hat with three swirly color design (red, blue, and yellow). Each beast represents a shard a wizard’s soul trapped in the hat. When the bat is summoned, it always leaves a trail of red glitter. The frog’s skin is shiny yellow, and the rat has dark blue eyes and teeth. |
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Bag of Holding | uncommon | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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The Heart of Baga (Elemental Gem) | uncommon | CCC-GSP02-01 Minauros Unchained | Show | |||
Notes:
Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. FIRE ELEMENTAL This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. A tiny shard of Baga’s soul is still inside the elemental gem, when you decide to use it, the fire elemental is shaped like a minotaur with a black five-leaf tattoo on the back of its right hand. |
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Boots of the Winterlands | uncommon | DC-PoA-GSP01-01 A Wolfs Whisper | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
This item can be found in the Dungeon Master’s Guide. This knee-high fashionable boots was crafted by a well renowned magic forger and designer from Waterdeep. The boots are arctic white in color embedded with sparkling crystals and elegant silver lacing. |
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Decanter of Endless Water | uncommon | CCC-SEA-01-01 - All Good Dead Men | Show | |||
Notes:
Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The bottle weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. This item can be found in the Dungeon Master’s Guide. This stoppered bottle looks like an ordinary bottle of rum, fitted into a hempen net that can be easily attached to one’s belt. The bottle sloshes when shaken. Close inspection of the amber-colored bottle reveals a mud mephit trapped inside, frowning and pressing its face against the glass. If the mephit is released it is under the control of the DM and immediately tries to escape. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of murky fresh water or briny salt water (your choice) pours out of the flask. While it has an earthy taste, the fresh water is potable. The water stops pouring out at the start of your next turn. Choose from the following options: • "Stupendous Streams!" produces 1 gallon of water. • "Fanriffic Fountains!" produces 5 gallons of water. • "Great Guzzling Geysers!" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. |
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Marid's Gift (Elemental Essence of Water) | rare | SJ-DC-LIN2 To Get Down Below | Show | |||
Notes:
rare, requires attunement This essence was directly ripped from the elemental plane of water by the Vizir Azidar. To the touch, it seems to be made of warm water that doesn't flow down nor parts into different pieces, its transparent and turquoise appearance is reminiscent of tropical waters. While wearing this, you can speak, read and write Aquan. |
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Fang of Oïthonos (Wand of Fireball) | rare | SJ-DC-LIN3 Deep Faint Glow | Show | |||
Notes:
A long fang that glows with an almost imperceptible orange light and feels warm to the touch. It is extremely long, even for a balor's tooth, and still sharp enough to stab someone with (your DM may allow you to use it as a dagger). When you wield it, distant whispers attempt to push you towards destructive, chaotic evil actions. When you use this item to kill something, the distant whispers turn into laughter. |