Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Trident of Fish Command
uncommon
DDHC-DD-07 | Before the Storm
Show
Javelin of Lightning
uncommon
DDHC-DiA-02 Shield of the Hidden Lord (session 2)
Show
Eversmoking Bottle
uncommon
DDHC-DiA-02 Shield of the Hidden Lord (session 2)
Show
The Pipes of the Sewers
uncommon
DDEX3-6 No Foolish Matte
Show
Notes:
Wondrous item, uncommon (requires attunement)
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.
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.” A description of this item can be found in the Dungeon Master's Guide.
Sending Stones (Guardian Minor Property)
uncommon
FR-DC-TKM-RGT-01 Charming (playtest)
Show
Notes:
Wondrous item, uncommon
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.
These sending stones come in the form of a pair of seashells.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
G.R.I.P. (eldritch claw tattoo)
uncommon
SJ-DC-PHP-FLN01-02 / Kaleidoscope Vault
Show
Notes:
The tattoo takes its form as a transistor on your hand and a semi-circle gauge on our back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand.
In addition, this tattoo has the Sentinel minor property: This item glows faintly when aberrations are within 120 feet of it.
Usual WPM stuff
uncommon
DDHC-TYP-Ch04 | White Plume Mountain
Show
Wraps Of Unarmed Prowess +1
uncommon
FR-DC-TST: Spring!
Show
Notes:
Wondrous Item, varies
While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.
Trident of Fish Command
uncommon
CCC-WWC-02 Dark Waters of Hate
Show
Notes:
(Weapon (Trident), Uncommon) (Requires Attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (Save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Mithral Half-Plate
uncommon
CCC-GLIP-0103 Citadel of Vlaakith
Show
Notes:
This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments.
Boots of the Winterlands
uncommon
CCC-CIC-01 The Vault of the Devourer
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These black furred boots depict stark white gelugons wrapped around each foot. The wearer leaves behind icy foot prints that disappear after a few seconds. 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.
Cheese Plate (Strange Material Armor of Fungal Spores - Breastplate)
uncommon
FR-DC-WATERDEEP-CHZ Sweet Dreams are Made of Cheese
Show
Notes:
Armor (Breastplate), Uncommon
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
The dried remains of a sentient cheese formed into a tough shell. When activated, the armor acts as a cheese shaker and sheds pungent cheese flakes in a 10-foot-radius.
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Brooch of Shielding (with flavor)
uncommon
SJ-DC-SUS-01: Startship Under Siege
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item is found in the Dungeon Master’s Guide.
Flavor Text: This brooch is shape like a little kobold wearing a fish suit, when pinned to the chest it allows its wearer to speak Draconic.
Adamantine Half Plate
uncommon
DDHC-WDH Waterdeep: Dragon Heist
Show
"Mark of Maglubiyet"(Wraps of Unarmed Prowess +1 , Guardian Minor Property)
uncommon
FR-DC-GOBLIN-01 Goblin's Gambit
Show
Notes:
Wraps of Unarmed Prowess +1 ("Mark of Maglubiyet", Guardian Minor Property)
Wondrous item, uncommon
While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.
The Book of Many Things, pg. 69
“The mark of Maglubiyet: A dark battle axe lies upon a new moon.”
Guardian. The item whispers a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Boots of the Winterlands
uncommon
DDAL00-05 Winter's Splendor
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.
Ring of Jumping
uncommon
DDHC-DiA-02 Shield of the Hidden Lord (session 2)
Show
Moon-Touched Longsword
common
Trade Log
Show
Chest of Preserving
common
FR-DC-TST: Spring!
Show
Notes:
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Pole of Collapsing
common
WBW-DC-ROG-01 Imagination Lost
Show
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Trident of Fish Command | uncommon | DDHC-DD-07 | Before the Storm | Show | |||
| Javelin of Lightning | uncommon | DDHC-DiA-02 Shield of the Hidden Lord (session 2) | Show | |||
| Eversmoking Bottle | uncommon | DDHC-DiA-02 Shield of the Hidden Lord (session 2) | Show | |||
| The Pipes of the Sewers | uncommon | DDEX3-6 No Foolish Matte | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) 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. 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.” A description of this item can be found in the Dungeon Master's Guide. |
||||||
| Sending Stones (Guardian Minor Property) | uncommon | FR-DC-TKM-RGT-01 Charming (playtest) | Show | |||
|
Notes:
Wondrous item, uncommon 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. These sending stones come in the form of a pair of seashells. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
||||||
| G.R.I.P. (eldritch claw tattoo) | uncommon | SJ-DC-PHP-FLN01-02 / Kaleidoscope Vault | Show | |||
|
Notes:
The tattoo takes its form as a transistor on your hand and a semi-circle gauge on our back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand. |
||||||
| Usual WPM stuff | uncommon | DDHC-TYP-Ch04 | White Plume Mountain | Show | |||
| Wraps Of Unarmed Prowess +1 | uncommon | FR-DC-TST: Spring! | Show | |||
|
Notes:
Wondrous Item, varies While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity. |
||||||
| Trident of Fish Command | uncommon | CCC-WWC-02 Dark Waters of Hate | Show | |||
|
Notes:
(Weapon (Trident), Uncommon) (Requires Attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (Save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. |
||||||
| Mithral Half-Plate | uncommon | CCC-GLIP-0103 Citadel of Vlaakith | Show | |||
|
Notes:
This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments. |
||||||
| Boots of the Winterlands | uncommon | CCC-CIC-01 The Vault of the Devourer | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
| Cheese Plate (Strange Material Armor of Fungal Spores - Breastplate) | uncommon | FR-DC-WATERDEEP-CHZ Sweet Dreams are Made of Cheese | Show | |||
|
Notes:
Armor (Breastplate), Uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. The dried remains of a sentient cheese formed into a tough shell. When activated, the armor acts as a cheese shaker and sheds pungent cheese flakes in a 10-foot-radius. Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. |
||||||
| Brooch of Shielding (with flavor) | uncommon | SJ-DC-SUS-01: Startship Under Siege | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item is found in the Dungeon Master’s Guide. Flavor Text: This brooch is shape like a little kobold wearing a fish suit, when pinned to the chest it allows its wearer to speak Draconic. |
||||||
| Adamantine Half Plate | uncommon | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
| "Mark of Maglubiyet"(Wraps of Unarmed Prowess +1 , Guardian Minor Property) | uncommon | FR-DC-GOBLIN-01 Goblin's Gambit | Show | |||
|
Notes:
Wraps of Unarmed Prowess +1 ("Mark of Maglubiyet", Guardian Minor Property) While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. The Book of Many Things, pg. 69 “The mark of Maglubiyet: A dark battle axe lies upon a new moon.” Guardian. The item whispers a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
||||||
| Boots of the Winterlands | uncommon | DDAL00-05 Winter's Splendor | 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. |
||||||
| Ring of Jumping | uncommon | DDHC-DiA-02 Shield of the Hidden Lord (session 2) | Show | |||
| Moon-Touched Longsword | common | Trade Log | Show | |||
| Chest of Preserving | common | FR-DC-TST: Spring! | Show | |||
|
Notes:
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. |
||||||
| Pole of Collapsing | common | WBW-DC-ROG-01 Imagination Lost | Show | |||