Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Chronostat of Precision (Clockwork Amulet)
common
CCC-GAD01-03 Caught in Time
Show
Notes:
Wondrous item, common
This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so
you can avoid the chaos of everyday life. It even comes with seventeen multi-tool combinations for your everyday needs.
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
This item can be found in Appendix 13.
Moon-Touched Sword (Greatsword)
common
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Weapon (any sword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.
Shield of Missile Attraction
common
DDHC-TYP Against the Giants: Hall of the Fire Giant King
Show
Notes:
Armor (shield), rare (requires attunement)
While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.
Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Notes: Resistance: Ranged Attacks, Warding, Cursed
Wolf’s leash (Rope of Mending with the Common language property)
common
SJ-DC-PANDORA-JWEI-04
Show
Notes:
Flavor
This wolf leash once belongs to best boy wolf named Fenrir.
GITHYANKI EARRING (EAR HORN OF HEARING w Sentinel)
common
FR-DC-BG The Flying Flame
Show
Notes:
GITHYANKI EARRING (EAR HORN OF HEARING w Sentinel)
While held up to your ear, this horn suppresses the effects
of the deafened condition on you, allowing you to hear
normally.
Sentinel. This item glows faintly when aberrations are
within 120 feet of it
Flavor
This is a typical earring that a githyanki warrior would
wear when venturing out into the world. Because this item
can be worn as an earring, it need not be held close to the
ear to produce the intended effect.
White Battledress (Clothes of mending with Temperate property)
common
SJ-DC-ROTU-DLC [B]-01: Rescue the Future (Playstest)
Show
Notes:
This white military uniform is gifted to you by Sera Spellbound from the future. It mends itself, keeps you warm in extreme cold weather, and cool in extreme hot weather.
Morfan’s Inheritance (Orb of Direction)
common
FR-DC-IMP-01 Blood Price
Show
Notes:
Wondrous Item, common
A palm-sized dark red orb. When used to determine which direction heads north, the maw of a mad dog with slitted yellow eyes, horns, and antlers sprouting from its head pulls the user in another direction. From Timberton, it forcefully turns the user towards the southwest where the Citadel of Conjurers lies.
Key. The item is used to unlock a container, chamber, vault, or other entryway.
Candle of the Deep
common
FR-DC-IMP-02 Hunting Moon
Show
Cloak of Many Fashions
common
CCC-SEA-01-03 Stargazing On the Albatross
Show
Adamantine Armor (Full Plate)
uncommon
DDAL00-01 Window to the Past (T3)
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.
Bracers of Archery
uncommon
DDEP2 Mulmaster Undone (Fall DaddyCon 2021)
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
Boots of Striding and Springing
uncommon
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
Lantern of Revealing
uncommon
CCC-RPSG-04 The Waystop
Show
Notes:
Wondrous Item, Uncommon
The glass on this battered, old carriage lamp is soot-stained, and several large, spider cracks run across the beveled surface. Light leaks through the cracks, and the flame gutters ominously when the lantern is lit, thought this does not hamper its actual functions.
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Stone of Good Luck (Luckstone)
uncommon
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
+1 Chain Mail Armor
uncommon
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1)
Show
Wand of Web
uncommon
Liar's Night 2021 (Fuzzytail Farm and the Frightful Candy Goat Massacre)
Show
Notes:
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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 ashes and is destroyed.
Boots of Striding and Springing
uncommon
DDAL10-03 Divining Evil
Show
Notes:
Wondrous item, uncommon (requires attunement)
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way.
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Amulet of Proof Against Detection and Location
uncommon
DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path
Show
Notes:
Requires Attunement
While wearing this Amulet, you are hidden from Divination magic. You can't be targeted by such magic or perceived through magical Scrying Sensors.
Neired's Shawl
uncommon
Trade Log
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Chronostat of Precision (Clockwork Amulet) | common | CCC-GAD01-03 Caught in Time | Show | |||
Notes:
Wondrous item, common This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. This item can be found in Appendix 13. |
||||||
Moon-Touched Sword (Greatsword) | common | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Weapon (any sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere. |
||||||
Shield of Missile Attraction | common | DDHC-TYP Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
Armor (shield), rare (requires attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it. Notes: Resistance: Ranged Attacks, Warding, Cursed |
||||||
Wolf’s leash (Rope of Mending with the Common language property) | common | SJ-DC-PANDORA-JWEI-04 | Show | |||
Notes:
Flavor |
||||||
GITHYANKI EARRING (EAR HORN OF HEARING w Sentinel) | common | FR-DC-BG The Flying Flame | Show | |||
Notes:
GITHYANKI EARRING (EAR HORN OF HEARING w Sentinel) |
||||||
White Battledress (Clothes of mending with Temperate property) | common | SJ-DC-ROTU-DLC [B]-01: Rescue the Future (Playstest) | Show | |||
Notes:
This white military uniform is gifted to you by Sera Spellbound from the future. It mends itself, keeps you warm in extreme cold weather, and cool in extreme hot weather. |
||||||
Morfan’s Inheritance (Orb of Direction) | common | FR-DC-IMP-01 Blood Price | Show | |||
Notes:
Wondrous Item, common A palm-sized dark red orb. When used to determine which direction heads north, the maw of a mad dog with slitted yellow eyes, horns, and antlers sprouting from its head pulls the user in another direction. From Timberton, it forcefully turns the user towards the southwest where the Citadel of Conjurers lies. Key. The item is used to unlock a container, chamber, vault, or other entryway. |
||||||
Candle of the Deep | common | FR-DC-IMP-02 Hunting Moon | Show | |||
Cloak of Many Fashions | common | CCC-SEA-01-03 Stargazing On the Albatross | Show | |||
Adamantine Armor (Full Plate) | uncommon | DDAL00-01 Window to the Past (T3) | 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. |
||||||
Bracers of Archery | uncommon | DDEP2 Mulmaster Undone (Fall DaddyCon 2021) | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
||||||
Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
Boots of Striding and Springing | uncommon | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
Lantern of Revealing | uncommon | CCC-RPSG-04 The Waystop | Show | |||
Notes:
Wondrous Item, Uncommon The glass on this battered, old carriage lamp is soot-stained, and several large, spider cracks run across the beveled surface. Light leaks through the cracks, and the flame gutters ominously when the lantern is lit, thought this does not hamper its actual functions. While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
||||||
Stone of Good Luck (Luckstone) | uncommon | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
+1 Chain Mail Armor | uncommon | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain (Session 1) | Show | |||
Wand of Web | uncommon | Liar's Night 2021 (Fuzzytail Farm and the Frightful Candy Goat Massacre) | Show | |||
Notes:
Wand, uncommon (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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 ashes and is destroyed. |
||||||
Boots of Striding and Springing | uncommon | DDAL10-03 Divining Evil | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |
||||||
Amulet of Proof Against Detection and Location | uncommon | DDHC-SKT Storm King's Thunder: Chapter 4 - The Chosen Path | Show | |||
Notes:
Requires Attunement While wearing this Amulet, you are hidden from Divination magic. You can't be targeted by such magic or perceived through magical Scrying Sensors. |
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Neired's Shawl | uncommon | Trade Log | Show |