Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Brooch of Shielding
uncommon
Parnast
DDAL5-03 Uninvited Guests
Show
Notes:
Wondrous item, uncommon (requires attunement)
This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were.
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item can be found in the Dungeon Master’s Guide.
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.
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 -45.5556 degrees Celsius (PRAISE THE METRIC SYSTEM) without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Celsius.
Goggles of the Night
uncommon
CCC-GAD02-01-The Monster Within
Show
Notes:
Flavor text:
This pair of goggles is fashioned from umber hulk carapace and troll leather. While wearing it, its red lenses cause you to see the world in shades of red.
Decanter of Endless Water
uncommon
Elventree
CCC-SDREAM-01-01: From Every Winter Spring
Show
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter 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. The Water stops pouring out at the start of your next turn. Choose from the following options:
• "Stream" produces 1 gallon of water.
• "Fountain" produces 5 gallons of water.
• "Geyser" 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.
Ring of Jumping
uncommon
The Forgotten Forest
DDAL05-10 Giant Diplomacy
Show
Notes:
(Ring, uncommon - requires attunement)
This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away.
Rope of Entanglement
rare
Chult
DDAL07-07 Rotting Roots
Show
Notes:
Wondrous Item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
This rope is fashioned from a 30-foot length of wilted, thorny vine. Upon entangling a creature that isn’t undead or a construct, the thorns dig into its target’s flesh and appear to feed—the vine grows green, its leaves become full and vibrant, and colorful, aromatic flowers blossom along its length.
This item can be found in the Dungeon Master’s Guide.
Glaive +2
rare
White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Weapon (glaive), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
Show
Stone of Good Luck
uncommon
DDHC-TYP White Plume Mountain
Show
Boots of Striding and Springing
uncommon
DDHC-TYP White Plume Mountain
Show
Ring of Protection
rare
DDHC-TYP White Plume Mountain
Show
Chainmail +1
rare
DDHC-TYP White Plume Mountain
Show
Armor of Vulnerability (Slashing)
rare
DDHC-TYP White Plume Mountain
Show
Figurine of Wondrous Power (Onyx Dog)
rare
CCC-CIC-02 The Clockwork Laboratory
Show
Notes:
Wondrous Item, rare
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.
Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Amulet of Health
rare
Cormanthor Forest
CCC-GSP-NTHR01-01 A Night of Sorrows
Show
Notes:
Requires attunement
This obsidian amulet was given to Tenebris Umbra by Kothys. When attuned to this item, the essence of the Shadowfell imbued into it by Kothys turns its owner’s body deathly cold and numbs the skin it touches.
Your Constitution score is 19 while you wear this Amulet. It has no Effect on you if your Constitution score is already 19 or higher.
Daern's Instant Fortress
rare
CCC-DWB-GNA-1 Gallery of the Nightmare
Show
Notes:
Flavor: This item has the appearance of black stone and anyone who knows of this item’s past with The Artist is likely to view it and its owner with suspicion.
Try's Justice (Greatsword +2 w/ flavor text)
rare
Fort Dalton
CCC-GHC-08 Death In The Ruins
Show
Notes:
Weapon (greatsword), rare
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated.
Cape of the Mountebank
rare
Trade Log
Show
Notes:
Wondrous Item, rare
This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality, it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer disappears. This cape smells faintly of brimstone.
While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Notes: Teleportation, Exploration, Outerwear
Dwarven Plate
very_rare
Trade Log
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Bonus: Armor Class, Control, Combat, Warding, Str 15 Required, Stealth Disadvantage
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Brooch of Shielding | uncommon | Parnast | DDAL5-03 Uninvited Guests | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were. While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item can be found in the Dungeon Master’s Guide. |
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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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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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Goggles of the Night | uncommon | CCC-GAD02-01-The Monster Within | Show | |||
Notes:
Flavor text: This pair of goggles is fashioned from umber hulk carapace and troll leather. While wearing it, its red lenses cause you to see the world in shades of red. |
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Decanter of Endless Water | uncommon | Elventree | CCC-SDREAM-01-01: From Every Winter Spring | Show | ||
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter 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. The Water stops pouring out at the start of your next turn. Choose from the following options: • "Stream" produces 1 gallon of water. • "Fountain" produces 5 gallons of water. • "Geyser" 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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Ring of Jumping | uncommon | The Forgotten Forest | DDAL05-10 Giant Diplomacy | Show | ||
Notes:
(Ring, uncommon - requires attunement) This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away. |
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Rope of Entanglement | rare | Chult | DDAL07-07 Rotting Roots | Show | ||
Notes:
Wondrous Item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. This rope is fashioned from a 30-foot length of wilted, thorny vine. Upon entangling a creature that isn’t undead or a construct, the thorns dig into its target’s flesh and appear to feed—the vine grows green, its leaves become full and vibrant, and colorful, aromatic flowers blossom along its length. This item can be found in the Dungeon Master’s Guide. |
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Glaive +2 | rare | White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Weapon (glaive), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | Show | |||
Stone of Good Luck | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Boots of Striding and Springing | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Ring of Protection | rare | DDHC-TYP White Plume Mountain | Show | |||
Chainmail +1 | rare | DDHC-TYP White Plume Mountain | Show | |||
Armor of Vulnerability (Slashing) | rare | DDHC-TYP White Plume Mountain | Show | |||
Figurine of Wondrous Power (Onyx Dog) | rare | CCC-CIC-02 The Clockwork Laboratory | Show | |||
Notes:
Wondrous Item, rare 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. Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. |
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Amulet of Health | rare | Cormanthor Forest | CCC-GSP-NTHR01-01 A Night of Sorrows | Show | ||
Notes:
Requires attunement This obsidian amulet was given to Tenebris Umbra by Kothys. When attuned to this item, the essence of the Shadowfell imbued into it by Kothys turns its owner’s body deathly cold and numbs the skin it touches. Your Constitution score is 19 while you wear this Amulet. It has no Effect on you if your Constitution score is already 19 or higher. |
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Daern's Instant Fortress | rare | CCC-DWB-GNA-1 Gallery of the Nightmare | Show | |||
Notes:
Flavor: This item has the appearance of black stone and anyone who knows of this item’s past with The Artist is likely to view it and its owner with suspicion. |
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Try's Justice (Greatsword +2 w/ flavor text) | rare | Fort Dalton | CCC-GHC-08 Death In The Ruins | Show | ||
Notes:
Weapon (greatsword), rare You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated. |
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Cape of the Mountebank | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality, it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer disappears. This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. Notes: Teleportation, Exploration, Outerwear |
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Dwarven Plate | very_rare | Trade Log | Show | |||
Notes:
Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Notes: Bonus: Armor Class, Control, Combat, Warding, Str 15 Required, Stealth Disadvantage |