Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
✅ CHARLATAN’S DIE
common
DDEP10-01 Terror in Ten-Towns
Show
Notes:
Wondrous item, common (requires attunement)
This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.
Whenever you roll this six-sided die, you can control which number it rolls.
While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.
🏠Chardalyn earring (Headband of intellect)
uncommon
DDEP10-01 Terror in Ten-Towns
Show
Notes:
Wondrous item, uncommon (requires attunement)
This earring is crafted from the unusual material known as chardalyn, retaining much of the cruel mindset of the Crenshinibon. This provides the earring its intellect-boosting properties, but the earring often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power.
Your Intelligence score is 19 while you wear this earring. It has no effect on you if your Intelligence is 19 or higher without it.
☑️ All-Purpose Tool +1
uncommon
DC-PoA-GaryXIII-01 Little Feet, Cold Nights
Show
Notes:
Wondrous item, uncommon (requires attunement by a artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
☑️ Shield +1
uncommon
Purchase Log
Show
Notes:
Renown Item
🏠 Hectola´s Vicious Spear
rare
DDAL00-13 Ferocious Love
Show
Notes:
Simple weapon, rare
This weapon is made from a polished narwale tusk and carved with symbols of slaughter and bloodshed. By wielding it publicly, you may get strange looks. It may also mark you as someone involved in the killing of one of the evil Wolf Tribe marauders.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.
🏠 Shortsword +2
rare
DDAL00-13 Ferocious Love
Show
Notes:
Weapon (shortsword), rare
The shortsword is made from the claw of a polar bear, with a white blade and a black tip. The wielder, when happy, growls
🏠 Necklace of prayer beads
rare
DDAL00-13 Ferocious Love
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has three beads of blessing and two beads of curing.
🏠 Bag of Holding
uncommon
Purchase Log
Show
Notes:
Bag of Holding
Wondrous item, uncommon, container
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 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.
🏠 Portable Hole
rare
CCC-BMG-ELM 2-1 Tendrils in the Fog
Show
Notes:
Wondrous item, rare
This black cloth unfolds into a cavernous hole full of rotting meat perfect for feeding hell hounds. Its owner can spend 10 downtime days to get the rotting meat and the stench out of the fabric.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open Passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or Objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
🏠Weave
rare
CCC-PHA-01 - Six Summoned Swords
Show
Notes:
Weave (Helm of Teleportation)
Wondrous Item, rare (Requires Attunement)
This helm has 3 Charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell from it. The Helm regains 1d3 expended Charges daily at dawn.
The helm called “Weave” once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer’s head, eight thin spidery legs extend and wrap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken – a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer.
A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship.
When the helmet is used, all those being transported hear the words “Across the weave” whispered softly in undercommon.
🏠Dark Mother’s Ring of Spell Storing
rare
CCC-HAL-02 - Six Striking Swords
Show
Notes:
Dark Mother’s Ring of Spell Storing
wondrous Item, rare (Requires Attunement)
Table G
This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one’s finger when worn.
While wearing this ring, the wearer can speak and understand Undercommon.
If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to their better judgment.
These effects are not strong enough to override existing character traits.
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains disguise self, silence and spider climb.
Any creature can Cast a Spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space
🏠Figurine of Wonderous Power (Serpentine Owl)
rare
Trade Log
Show
Notes:
Figurine of Wonderous Power
*(Serpentine Owl) Wondrous Item, uncommon *
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
🏠 Wings of Flying
rare
DDEP02 Mulmaster Undone
Show
Notes:
Wings of Flying
wondrous item, rare (requires attunement)
Value/Weight:
Details:
This cloak is fashioned from hundreds of overlapping feathers sewn to a backing of thin, lightweight leather. When activated, the cloak turns into a beautiful pair of immense, feathered wings of scintillating color.
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
🏠 Necklace of Prayer Beads
rare
DDEP02 Mulmaster Undone
Show
Notes:
Necklace of Prayer Beads
wondrous item, rare (requires attunement by a cleric, druid, or paladin)
Value/Weight: 1 lb.
Details:
Pearls of white, blue, black, green, and even purple are strung on what seems to be a delicate string of seaweed and bound with a seashell clasp. Curiously, the necklace is always damp.
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM randomly determines the number and type of each bead on the necklace. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
1 Blessing Bless
1 Curing Cure wounds (2nd level) or lesser restoration
1 Favor Greater restoration
1 Summons Planar ally
1 Wind walking Wind walk
☑️ Mantle of Spell Resistance
rare
WBW-DC-TAI-01 The Siege of Taifa
Show
Notes:
Mantle of Spell Resistance
Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
Minor Property: Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
🏠 Deck of Illusions
uncommon
CCC-BFG 01-02 Secrets of the Moon
Show
Notes:
Deck of Illusions
*Wonderous Item, uncommon
This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it.
Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again.
This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at.
Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect.
Roll 1d23
Playing Card Illusion
1
King of hearts Knight and four guards
2
Ten of hearts Cloud Giant
3
Nine of hearts Ettin
4
Ace of diamonds Beholder
5
King of diamonds Archmage and mage Apprentice
6
Queen of diamonds Night Hag
7
Jack of diamonds Assassin
8
Ten of diamonds Fire giant
9
Eight of diamonds Gnoll
10
Jokers (2) You (the deck's owner)
11
Ace of spades Lich
12
King of spades Priest and two acolytes
13
Jack of spades Veteran
14
Ten of spades Frost Giant
15
Nine of spades Troll
16
Eight of spades Hobgoblin
17
Two of spades Goblin
18
Ace of clubs Iron Golem
19
King of clubs Bandit Captain and three bandits
20
Queen of clubs Erinyes
21
Nine of clubs Ogre
22
Eight of clubs Orc
23
Two of clubs Kobold
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
✅ CHARLATAN’S DIE | common | DDEP10-01 Terror in Ten-Towns | Show | |||
Notes:
Wondrous item, common (requires attunement) This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls. Whenever you roll this six-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people. |
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🏠Chardalyn earring (Headband of intellect) | uncommon | DDEP10-01 Terror in Ten-Towns | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) This earring is crafted from the unusual material known as chardalyn, retaining much of the cruel mindset of the Crenshinibon. This provides the earring its intellect-boosting properties, but the earring often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power. Your Intelligence score is 19 while you wear this earring. It has no effect on you if your Intelligence is 19 or higher without it. |
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☑️ All-Purpose Tool +1 | uncommon | DC-PoA-GaryXIII-01 Little Feet, Cold Nights | Show | |||
Notes:
Wondrous item, uncommon (requires attunement by a artificer) This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. |
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☑️ Shield +1 | uncommon | Purchase Log | Show | |||
Notes:
Renown Item |
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🏠 Hectola´s Vicious Spear | rare | DDAL00-13 Ferocious Love | Show | |||
Notes:
Simple weapon, rare When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. |
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🏠 Shortsword +2 | rare | DDAL00-13 Ferocious Love | Show | |||
Notes:
Weapon (shortsword), rare The shortsword is made from the claw of a polar bear, with a white blade and a black tip. The wielder, when happy, growls |
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🏠 Necklace of prayer beads | rare | DDAL00-13 Ferocious Love | Show | |||
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has three beads of blessing and two beads of curing. |
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🏠 Bag of Holding | uncommon | Purchase Log | Show | |||
Notes:
Bag of HoldingWondrous item, uncommon, container 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 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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🏠 Portable Hole | rare | CCC-BMG-ELM 2-1 Tendrils in the Fog | Show | |||
Notes:
Wondrous item, rare This black cloth unfolds into a cavernous hole full of rotting meat perfect for feeding hell hounds. Its owner can spend 10 downtime days to get the rotting meat and the stench out of the fabric. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open Passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or Objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. |
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🏠Weave | rare | CCC-PHA-01 - Six Summoned Swords | Show | |||
Notes:
Weave (Helm of Teleportation) Wondrous Item, rare (Requires Attunement) This helm has 3 Charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell from it. The Helm regains 1d3 expended Charges daily at dawn. The helm called “Weave” once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer’s head, eight thin spidery legs extend and wrap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken – a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer. A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship. When the helmet is used, all those being transported hear the words “Across the weave” whispered softly in undercommon. |
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🏠Dark Mother’s Ring of Spell Storing | rare | CCC-HAL-02 - Six Striking Swords | Show | |||
Notes:
Dark Mother’s Ring of Spell Storing Table G This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one’s finger when worn. While wearing this ring, the wearer can speak and understand Undercommon. If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to their better judgment. These effects are not strong enough to override existing character traits. This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains disguise self, silence and spider climb. Any creature can Cast a Spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space |
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🏠Figurine of Wonderous Power (Serpentine Owl) | rare | Trade Log | Show | |||
Notes:
Figurine of Wonderous Power*(Serpentine Owl) Wondrous Item, uncommon * This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. This item is found on Magic Item Table G in the Dungeon Master’s Guide. |
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🏠 Wings of Flying | rare | DDEP02 Mulmaster Undone | Show | |||
Notes:
Wings of Flying wondrous item, rare (requires attunement) Value/Weight: Details: This cloak is fashioned from hundreds of overlapping feathers sewn to a backing of thin, lightweight leather. When activated, the cloak turns into a beautiful pair of immense, feathered wings of scintillating color. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. |
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🏠 Necklace of Prayer Beads | rare | DDEP02 Mulmaster Undone | Show | |||
Notes:
Necklace of Prayer Beads wondrous item, rare (requires attunement by a cleric, druid, or paladin) Value/Weight: 1 lb. Details: Pearls of white, blue, black, green, and even purple are strung on what seems to be a delicate string of seaweed and bound with a seashell clasp. Curiously, the necklace is always damp. This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM randomly determines the number and type of each bead on the necklace. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1 Blessing Bless |
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☑️ Mantle of Spell Resistance | rare | WBW-DC-TAI-01 The Siege of Taifa | Show | |||
Notes:
Mantle of Spell ResistanceWondrous Item, rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak. Minor Property: Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
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🏠 Deck of Illusions | uncommon | CCC-BFG 01-02 Secrets of the Moon | Show | |||
Notes:
Deck of Illusions*Wonderous Item, uncommon This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again. This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at. Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect. |