Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Blessing of Protection
common
DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain
Show
Bag of Holding
common
Trade Log
Show
Charm of the Star
common
PS-DC-OG-01 Into the Earth
Show
Notes:
Charm
You can cast Enhance Ability x 3, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you.
(Source: BMT, page 62)
Boon of Luck
common
PS-DC-NOS-01 Githzerai Glitch
Show
Notes:
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest.
Driftglobe
uncommon
DDAL04-10 The Artifact
Show
Notes:
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Wind Fan
uncommon
DDAL04-5 The Seer
Show
Notes:
Wondrous Item, uncommon
This fan is made of thin, brittle parchment glued
over sharpened iron tines. When used, the wind
issuing from this fan is bone-chillingly cold and
carries the sickly-sweet stench of rotting flesh. The
fan can be used as a weapon; it is treated as a nonmagical short sword (dealing slashing damage)
when it is open, or as a non-magical club when it is
closed. A description of this item can be found in the
Dungeon Master’s Guide
Eyes of Charming
uncommon
DDAL04-4 The Marionette
Show
Notes:
Wondrous item, uncommon (requires attunement)
These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. If the wearer is evil, they may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn. A description of this item can be found in the Dungeon Master’s Guide.
Wolfskin Cap - Hat of Disguise
uncommon
DDAL04-3 The Executioner
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plain-looking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense). A description of the item can be found in the Dungeon Master's Guide.
Periapt of Health
uncommon
Trade Log
Show
Headband of Intellect
uncommon
Trade Log
Show
Figurine of Wondrous Power - Silver Ravens
uncommon
Trade Log
Show
Notes:
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, figurine allows you to cast the animal messenger spell on it at will.
An intricately carved wooden owl made from Rowan-Oak, druidic runes that if read says " The Court Summons Thee " An owl is summoned as its messenger.
Bracers of Archery
uncommon
Trade Log
Show
Boots of Striding and Springing
uncommon
DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain
Show
Bracers of Archery
uncommon
Trade Log
Show
Adamantine Plate Armor
uncommon
DDAL00-01 Window to the Past
Show
Notes:
Armor (any metal), uncommon
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection. A description of this item can be found in the Dungeon Master’s Guide
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal : Chapter 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.
The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat.
This item can be found in the Dungeon Master’s Guide.
Wand of the War Mage +2
rare
CCCROZK01-01 Binder's Torment
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Glamoured Studded Leather Armor
rare
DDAL04-9 The Tempter
Show
Wand of Wonder
rare
Trade Log
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand.
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.
dndbeyond
D100 Effect
01-05 You cast slow.
06-10
You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephantappears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute
63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Wand of the War Mage +2
rare
Trade Log
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Blessing of Protection | common | DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain | Show | |||
Bag of Holding | common | Trade Log | Show | |||
Charm of the Star | common | PS-DC-OG-01 Into the Earth | Show | |||
Notes:
Charm (Source: BMT, page 62) |
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Boon of Luck | common | PS-DC-NOS-01 Githzerai Glitch | Show | |||
Notes:
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest. |
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Driftglobe | uncommon | DDAL04-10 The Artifact | Show | |||
Notes:
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. |
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Wind Fan | uncommon | DDAL04-5 The Seer | Show | |||
Notes:
Wondrous Item, uncommon |
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Eyes of Charming | uncommon | DDAL04-4 The Marionette | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. If the wearer is evil, they may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn. A description of this item can be found in the Dungeon Master’s Guide. |
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Wolfskin Cap - Hat of Disguise | uncommon | DDAL04-3 The Executioner | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plain-looking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense). A description of the item can be found in the Dungeon Master's Guide. |
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Periapt of Health | uncommon | Trade Log | Show | |||
Headband of Intellect | uncommon | Trade Log | Show | |||
Figurine of Wondrous Power - Silver Ravens | uncommon | Trade Log | Show | |||
Notes:
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, figurine allows you to cast the animal messenger spell on it at will. |
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Bracers of Archery | uncommon | Trade Log | Show | |||
Boots of Striding and Springing | uncommon | DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain | Show | |||
Bracers of Archery | uncommon | Trade Log | Show | |||
Adamantine Plate Armor | uncommon | DDAL00-01 Window to the Past | Show | |||
Notes:
Armor (any metal), uncommon |
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Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal : Chapter 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. The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat. This item can be found in the Dungeon Master’s Guide. |
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Wand of the War Mage +2 | rare | CCCROZK01-01 Binder's Torment | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Glamoured Studded Leather Armor | rare | DDAL04-9 The Tempter | Show | |||
Wand of Wonder | rare | Trade Log | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. 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. dndbeyond D100 Effect |
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Wand of the War Mage +2 | rare | Trade Log | Show |