Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
"Mark of Maglubiyet"(Wraps of Unarmed Prowess +1 , Guardian Minor Property)
uncommon
FR-DC-GOBLIN-01 Goblin's Gambit
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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)
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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)
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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.
Decanter of Endless Water
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Mithral Chainmail
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Ring of Mind Shielding
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Wand of Magic Missiles
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Trident of Warning
uncommon
Claiming of uncommons ervice award 12C
Show
[UC] Mariner's Plate Armor
uncommon
DDHC-DD-07 | Before the Storm
Show
Pipe of Smoke Monsters
common
BMG-DRWEP-OD-02 The Burning of Aglarond (T2)
Show
Moon-Touched Longsword
common
Trade Log
Show
Bell of Silent Carols (Horn of Silent Alarm)
common
DDAL00-05 Winter's Splendor
Show
Notes:
Wondrous Item, common
This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.
Dread Helm
common
CCC-GLIP-0103 Citadel of Vlaakith
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 | |
|---|---|---|---|---|---|---|
| "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. |
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| 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. |
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| Ring of Jumping | uncommon | DDHC-DiA-02 Shield of the Hidden Lord (session 2) | 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. |
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| 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. |
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| Decanter of Endless Water | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Mithral Chainmail | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Ring of Mind Shielding | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Wand of Magic Missiles | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Trident of Warning | uncommon | Claiming of uncommons ervice award 12C | Show | |||
| [UC] Mariner's Plate Armor | uncommon | DDHC-DD-07 | Before the Storm | Show | |||
| Pipe of Smoke Monsters | common | BMG-DRWEP-OD-02 The Burning of Aglarond (T2) | Show | |||
| Moon-Touched Longsword | common | Trade Log | Show | |||
| Bell of Silent Carols (Horn of Silent Alarm) | common | DDAL00-05 Winter's Splendor | Show | |||
|
Notes:
Wondrous Item, common This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn. |
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| Dread Helm | common | CCC-GLIP-0103 Citadel of Vlaakith | 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. |
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| Pole of Collapsing | common | WBW-DC-ROG-01 Imagination Lost | Show | |||