Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Stone of Controlling Earth Elementals
rare
DDHC-JtRC Gold for Fools and Princes
DDHC-JtRC Gold for Fools and Princes - Parte 2
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Notes:
Wondrous item, rare
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.
Bag of Holding
uncommon
DDHC-JTRC-Wages of Vice
DDHC-JTRC-Wages of Vice
Show
Notes:
Wondrous Item, uncommon
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.
Weapon of Warning (Longbow)
uncommon
DDHC-JtRC Sins of Our Elders
DDHC-JtRC Sins of Our Elders - Parte 3
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Notes:
This magic weapon 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.
Headband of Intellect
uncommon
DDAL05-16 Parnast Under Siege
D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary version 1.2
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Notes:
(Wondrous Item, uncommon)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. This item can be found in the Dungeon Master’s Guide.
Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.
Decanter of Endless Water
uncommon
DDHC-JtRC Trail of Destruction
DDHC-JtRC Trail of Destruction - Parte 4
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Notes:
Wondrous Item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can take a Magic action to remove the stopper and issue 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 command words:
Splash. The decanter produces 1 gallon of water.
Fountain. The decanter produces 5 gallons of water.
Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.
Longbow +1
uncommon
Começando a Jogar no 5 Nivel
Começando a Jogar no 5 Nivel
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Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Warmth
uncommon
DDHC-JtRC Gold for Fools and Princes
DDHC-JtRC Gold for Fools and Princes - Parte 3
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Adamantine Chain Shirt
uncommon
DDHC-JtRC Gold for Fools and Princes
DDHC-JtRC Gold for Fools and Princes - Parte 3
Show
Notes:
Armor (chain shirt), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Gray Bag of Tricks
uncommon
DDHC-JtRC Trail of Destruction
DDHC-JtRC Trail of Destruction - Parte 4
Show
Notes:
Bag of Tricks
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant Elk
Biza's Breath x3
common
DDHC-JTRC-Wages of Vice
DDHC-JTRC-Wages of Vice
Show
Notes:
Adventuring gear, poison (inhaled), ,
Details:
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Stone of Controlling Earth Elementals | rare | DDHC-JtRC Gold for Fools and Princes | DDHC-JtRC Gold for Fools and Princes - Parte 2 | Show | ||
|
Notes:
Wondrous item, rare If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. |
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| Bag of Holding | uncommon | DDHC-JTRC-Wages of Vice | DDHC-JTRC-Wages of Vice | Show | ||
|
Notes:
Wondrous Item, uncommon 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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| Weapon of Warning (Longbow) | uncommon | DDHC-JtRC Sins of Our Elders | DDHC-JtRC Sins of Our Elders - Parte 3 | Show | ||
|
Notes:
This magic weapon 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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| Headband of Intellect | uncommon | DDAL05-16 Parnast Under Siege | D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary version 1.2 | Show | ||
|
Notes:
(Wondrous Item, uncommon) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. This item can be found in the Dungeon Master’s Guide. Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea. |
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| Decanter of Endless Water | uncommon | DDHC-JtRC Trail of Destruction | DDHC-JtRC Trail of Destruction - Parte 4 | Show | ||
|
Notes:
Wondrous Item, uncommon You can take a Magic action to remove the stopper and issue 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 command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser. |
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| Longbow +1 | uncommon | Começando a Jogar no 5 Nivel | Começando a Jogar no 5 Nivel | Show | ||
|
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| Ring of Warmth | uncommon | DDHC-JtRC Gold for Fools and Princes | DDHC-JtRC Gold for Fools and Princes - Parte 3 | Show | ||
|
Notes:
Ring, uncommon (requires attunement) |
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| Adamantine Chain Shirt | uncommon | DDHC-JtRC Gold for Fools and Princes | DDHC-JtRC Gold for Fools and Princes - Parte 3 | Show | ||
|
Notes:
Armor (chain shirt), uncommon Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. |
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| Gray Bag of Tricks | uncommon | DDHC-JtRC Trail of Destruction | DDHC-JtRC Trail of Destruction - Parte 4 | Show | ||
|
Notes:
Bag of Tricks This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. d8 Creature |
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| Biza's Breath x3 | common | DDHC-JTRC-Wages of Vice | DDHC-JTRC-Wages of Vice | Show | ||
|
Notes:
Adventuring gear, poison (inhaled), , Details: A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
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