Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Infiltrator Cowl (Hat of Disguise)
uncommon
CCC-NUKE-01-04 Honey, Pass the Preserves
Show
Notes:
When worn, this woodland-hued hood looks like it has been separated from its original cloak. However, when worn with a cloak, it seamlessly melds into the cape's collar. This hood acts as a Hat of Disguise.
Valyntis’ Arrow (Unbreakable Arrow)
uncommon
CCC-NUKE-01-04 Honey, Pass the Preserves
Show
Notes:
"This single arrow is carved from the red-wood branch of a deceased treant. Delicate carvings of vines and leaves are engraved within its length. When fired, the arrow emits a melodic whistle all the way to its target, a reverent ode to the wood-elven hunters of Cormanthor’s past."
Instrument of the Bards (Doss Lute)
uncommon
WBW-DC-DCAF02 Harengon Harana
Show
Notes:
Wondrous item, rarity varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
This lute has a body made of golden wood, strings made of spider silk, and parts made of elk antlers. It shimmers brightly in sunlight. An alto clef symbol is carved into the head of the instrument.
Spells: Animal Friendship, Protection from Energy (fire only), Protection from Poison
Boots of the Winterlands
uncommon
DC-PoA-DCAF01: Let It Goat
Show
The Reaper's Companion (Figurine of Wondrous Power-Silver Raven)
uncommon
WBW-DC-NVM-01 Behind Masked Faces
Show
Notes:
Wondrous Item, uncommon
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.
Silver Raven. 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, the figurine allows you to cast the animal messenger spell on it at will.
Flavor text: A fragile figurine made out of onyx and obsidian material in the shape of raven.
Beacon minor property: The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10-feet, or to extinguish the light.
Pipes of the Sewers
uncommon
DDEX3-6 No Foolish Matter
Show
Notes:
Wondrous item, uncommon
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.
Bag of Holding
uncommon
CCC-GARY-05 - The Shadows of the Trees
Show
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Nature's Mantle
uncommon
WBW-DC-XGX-SHORTS-01 The Tree may Forget but the Axe Remembers [Author-Only Run]
Show
Notes:
Wondrous Item, uncommon (requires attunement by a druid or ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Pag-Asa's Cloak (Cloak of Protection)
uncommon
WBW-DC-PHP-TCOM3 Of Death and Dawn
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This cloak once belonged to Ma’lurit’s son Pag-asa. It is a silver linen cloak fastened by a jade green gem. Its underside is dark and speckled with various glinting colors reminiscent of the astral sea. Guardian minor property: As it whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Brooch of Shielding
uncommon
SJ-DC-SUS-01: Startship Under Siege (playtest 1)
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.
This brooch is shape like a little kobold wearing a fish suit, when pinned to the chest it allows its wearer to speak Draconic.
Brooch of Shielding w/ Minor Sentinel Property
uncommon
SJ-DC-PHP-02: Hey! Daydreamer (playtest)
Show
Notes:
Minor Property:
Sentinel - This item glows faintly when beholder-kin are within 120 feet of it.
Headband of Intellect
uncommon
DDEX1-6 The Scroll Thief (1st and 2nd Session)
Show
Notes:
WONDEROUS ITEM, UNCOMMON
This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city. A description of this item can be found in the Dungeon Master’s Guide.
Maercryshal Shard (Guardian Emblem)
uncommon
SJ-DC-PHP-FLN01-03: Unsworn Oath
Show
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)
attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn. This item is found in the Tasha’s Cauldron of Everything, pg. 128.
The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used.
In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute.
Periapt of Wound Closure
uncommon
CCC-BLD-11 Bleeding Gate: Pandemonium
Show
Notes:
hile you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This delicate silver chain has a brilliant-cut green gem held in a pendant the shape of a coiled snake
Gem of Brightness
uncommon
CCC-KUMORI-01-01 Wreckers
Show
Notes:
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. This item can be found in the Dungeon Masters Guide.
Boots of Elvenkind
uncommon
DDAL-DRW-INT-03 A Red Day In Elventree
Show
Eldritch Claw Tattoo (Alpha’s Mark)
uncommon
WBW-DC-ZODIAC-11 The Curious Incident of the Blink Dog in the Feywilds
Show
Notes:
A lupine paw print marks the skin.
Language. The bearer can speak and understand Primordial language while the item is on the bearer’s person. The bearer can also understand the language of dogs and canines.
The archfey, the Guardian, imbues characters with a Eldritch Claw Tattoo to use. The characters can keep the Eldritch Claw Tattoo as part of a pact with an archfey.
Sky’s Armor (Elven Chain)
uncommon
WBW-DC-ZODIAC-12 Seven Hamurai
Show
Notes:
Crafted by a master of the Summer Court, this metal armor glimmers in golden yellow and sky blue. Etched into the armorin elvish and orcish: “It’s a victory when the weapons fall silent and people speak up.”
Guardian. The item squels warnings to its bearer, granting a bonus to initiative if the bearer isn’t incapacitated.
The Harbinger (Glaive of Warning)
uncommon
CCC-EPI01-02 Hordes of Thar - The Bloody Crescent
Show
Notes:
The Harbinger is a massive scythe was forged from the darkest shadows from the plane of Gehenna, home of the orcish god Shaargas. The material is light, and does not cast its own shadow. However, the item gives its user an uncanny ability for shadows to warn the user of impending danger.
This magic weapon (glaive) warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Alchemy Jug
uncommon
DDEX3-8: The Malady of Elventree
Show
Notes:
Wondrous item, uncommon
This jug is made of thin metal strips bolted together. It is covered in dwarven runes in the form of night sky constellations.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Infiltrator Cowl (Hat of Disguise) | uncommon | CCC-NUKE-01-04 Honey, Pass the Preserves | Show | |||
Notes:
When worn, this woodland-hued hood looks like it has been separated from its original cloak. However, when worn with a cloak, it seamlessly melds into the cape's collar. This hood acts as a Hat of Disguise. |
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Valyntis’ Arrow (Unbreakable Arrow) | uncommon | CCC-NUKE-01-04 Honey, Pass the Preserves | Show | |||
Notes:
"This single arrow is carved from the red-wood branch of a deceased treant. Delicate carvings of vines and leaves are engraved within its length. When fired, the arrow emits a melodic whistle all the way to its target, a reverent ode to the wood-elven hunters of Cormanthor’s past." |
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Instrument of the Bards (Doss Lute) | uncommon | WBW-DC-DCAF02 Harengon Harana | Show | |||
Notes:
Wondrous item, rarity varies (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. This lute has a body made of golden wood, strings made of spider silk, and parts made of elk antlers. It shimmers brightly in sunlight. An alto clef symbol is carved into the head of the instrument. Spells: Animal Friendship, Protection from Energy (fire only), Protection from Poison |
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Boots of the Winterlands | uncommon | DC-PoA-DCAF01: Let It Goat | Show | |||
The Reaper's Companion (Figurine of Wondrous Power-Silver Raven) | uncommon | WBW-DC-NVM-01 Behind Masked Faces | Show | |||
Notes:
Wondrous Item, uncommon 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. Silver Raven. 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, the figurine allows you to cast the animal messenger spell on it at will. Flavor text: A fragile figurine made out of onyx and obsidian material in the shape of raven. Beacon minor property: The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10-feet, or to extinguish the light. |
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Pipes of the Sewers | uncommon | DDEX3-6 No Foolish Matter | Show | |||
Notes:
Wondrous item, uncommon 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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Bag of Holding | uncommon | CCC-GARY-05 - The Shadows of the Trees | Show | |||
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Nature's Mantle | uncommon | WBW-DC-XGX-SHORTS-01 The Tree may Forget but the Axe Remembers [Author-Only Run] | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. |
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Pag-Asa's Cloak (Cloak of Protection) | uncommon | WBW-DC-PHP-TCOM3 Of Death and Dawn | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) This cloak once belonged to Ma’lurit’s son Pag-asa. It is a silver linen cloak fastened by a jade green gem. Its underside is dark and speckled with various glinting colors reminiscent of the astral sea. Guardian minor property: As it whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Brooch of Shielding | uncommon | SJ-DC-SUS-01: Startship Under Siege (playtest 1) | 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. This brooch is shape like a little kobold wearing a fish suit, when pinned to the chest it allows its wearer to speak Draconic. |
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Brooch of Shielding w/ Minor Sentinel Property | uncommon | SJ-DC-PHP-02: Hey! Daydreamer (playtest) | Show | |||
Notes:
Minor Property: |
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Headband of Intellect | uncommon | DDEX1-6 The Scroll Thief (1st and 2nd Session) | Show | |||
Notes:
WONDEROUS ITEM, UNCOMMON This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city. A description of this item can be found in the Dungeon Master’s Guide. |
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Maercryshal Shard (Guardian Emblem) | uncommon | SJ-DC-PHP-FLN01-03: Unsworn Oath | Show | |||
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin) attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. This item is found in the Tasha’s Cauldron of Everything, pg. 128. The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used. In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute. |
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Periapt of Wound Closure | uncommon | CCC-BLD-11 Bleeding Gate: Pandemonium | Show | |||
Notes:
hile you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. This delicate silver chain has a brilliant-cut green gem held in a pendant the shape of a coiled snake |
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Gem of Brightness | uncommon | CCC-KUMORI-01-01 Wreckers | Show | |||
Notes:
Wondrous item, uncommon The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. This item can be found in the Dungeon Masters Guide. |
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Boots of Elvenkind | uncommon | DDAL-DRW-INT-03 A Red Day In Elventree | Show | |||
Eldritch Claw Tattoo (Alpha’s Mark) | uncommon | WBW-DC-ZODIAC-11 The Curious Incident of the Blink Dog in the Feywilds | Show | |||
Notes:
A lupine paw print marks the skin. |
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Sky’s Armor (Elven Chain) | uncommon | WBW-DC-ZODIAC-12 Seven Hamurai | Show | |||
Notes:
Crafted by a master of the Summer Court, this metal armor glimmers in golden yellow and sky blue. Etched into the armorin elvish and orcish: “It’s a victory when the weapons fall silent and people speak up.” |
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The Harbinger (Glaive of Warning) | uncommon | CCC-EPI01-02 Hordes of Thar - The Bloody Crescent | Show | |||
Notes:
The Harbinger is a massive scythe was forged from the darkest shadows from the plane of Gehenna, home of the orcish god Shaargas. The material is light, and does not cast its own shadow. However, the item gives its user an uncanny ability for shadows to warn the user of impending danger. This magic weapon (glaive) warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
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Alchemy Jug | uncommon | DDEX3-8: The Malady of Elventree | Show | |||
Notes:
Wondrous item, uncommon This jug is made of thin metal strips bolted together. It is covered in dwarven runes in the form of night sky constellations. |