Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
☐ Goggles of Night
uncommon
DDAL 10-01 The Frozen North
DDAL 10-01 The Frozen North
Show
☐ Sending Stones
uncommon
DDAL 10-02 Gnashing Teeth
DDAL 10-02 Gnashing Teeth
Show
Notes:
Wondrous Item, uncommon
Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Notes: Communication
☐ +1 Wand of the War Mage
uncommon
Renown Item
Renown Items: +1 Wand of the War Mage; +1 Ring of Protection; Bag of Holding
Show
Notes:
Wand, varies (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
☐ +1 Ring of Protection
rare
Renown Item
Renown Items: +1 Wand of the War Mage; +1 Ring of Protection; Bag of Holding
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Jewelry
☐ Bag of Holding
uncommon
Renown Item
Renown Items: +1 Wand of the War Mage; +1 Ring of Protection; Bag of Holding
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.
Notes: Utility, Container
☐ Lantern of Revealing
uncommon
DDHC-CandleKeep Mysteries-Book of Cylinders
DDHC-CandleKeep Mysteries-Book of Cylinders
Show
Notes:
Wondrous Item, uncommon
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.
☐ Serpent’s Fang
rare
DDHC-CandleKeep Mysteries-Book of Cylinders
DDHC-CandleKeep Mysteries-Book of Cylinders
Show
Notes:
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
☐ Radiance, a +1 wand of the war mage
rare
DDHC-CandleKeep Mysteries-The Price of Beauty
DDHC-CandleKeep Mysteries-The Price of Beauty
Show
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.
While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat
☐ Moon Sickle +1
uncommon
Renown Item: Moon Sickle +1
Renown Item: Moon Sickle +1
Show
Notes:
Weapon (sickle), varies (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Robe of Scintillating Colors
very_rare
DDHC-CM-Sarah of Yellowcrest Manor
DDHC-CM-Sarah of YellowCrest Manor
Show
Notes:
Robe of Scintillating Colors
Wondrous Item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
☐ Sentinel Shield
uncommon
DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level
DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
☐ Dagger of Blindsight
rare
DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level
DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level
Show
Notes:
Weapon (dagger), rare (requires attunement)
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Mantel of Spell Resistance
rare
DRW-11 Shadows in the Stacks
DRW-11 Shadows in the Stacks
Show
☐ Spell Scroll of Mending
common
DRW-11 Shadows in the Stacks
DRW-11 Shadows in the Stacks
Show
☐ Spell Scroll of Move Earth
uncommon
DRW-11 Shadows in the Stacks
DRW-11 Shadows in the Stacks
Show
☐ Nine Lives Stealer (Scimitar)
very_rare
CCC-QCC2018-01 Of Gods and Monsters
CCC-QCC2018-01 Of Gods and Monsters
Show
Notes:
Weapon (any sword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Applicable Weapons:
☐ Potion of Superior Healing
rare
CCC-QCC2018-01 Of Gods and Monsters
CCC-QCC2018-01 Of Gods and Monsters
Show
☐ Robe of Stars
very_rare
Service Hours Awarded
Service Hours Awarded
Show
Notes:
Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
☐ Tome of Understanding
very_rare
Service Hours Awarded
Service Hours Awarded
Show
Notes:
Wondrous Item, very rare
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Rod of the Pact Keeper +3
very_rare
DDAL05-18 The Mysterious Isle
Service Hours Awarded
Show
Notes:
Rod, varies (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Goggles of Night | uncommon | DDAL 10-01 The Frozen North | DDAL 10-01 The Frozen North | Show | ||
| ☐ Sending Stones | uncommon | DDAL 10-02 Gnashing Teeth | DDAL 10-02 Gnashing Teeth | Show | ||
|
Notes:
Wondrous Item, uncommon Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. Notes: Communication |
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| ☐ +1 Wand of the War Mage | uncommon | Renown Item | Renown Items: +1 Wand of the War Mage; +1 Ring of Protection; Bag of Holding | Show | ||
|
Notes:
Wand, varies (requires attunement by a Spellcaster) |
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| ☐ +1 Ring of Protection | rare | Renown Item | Renown Items: +1 Wand of the War Mage; +1 Ring of Protection; Bag of Holding | Show | ||
|
Notes:
Ring, rare (requires attunement) Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Jewelry |
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| ☐ Bag of Holding | uncommon | Renown Item | Renown Items: +1 Wand of the War Mage; +1 Ring of Protection; Bag of Holding | Show | ||
|
Notes:
Wondrous Item, uncommon 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. Notes: Utility, Container |
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| ☐ Lantern of Revealing | uncommon | DDHC-CandleKeep Mysteries-Book of Cylinders | DDHC-CandleKeep Mysteries-Book of Cylinders | Show | ||
|
Notes:
Wondrous Item, uncommon |
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| ☐ Serpent’s Fang | rare | DDHC-CandleKeep Mysteries-Book of Cylinders | DDHC-CandleKeep Mysteries-Book of Cylinders | Show | ||
|
Notes:
Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. |
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| ☐ Radiance, a +1 wand of the war mage | rare | DDHC-CandleKeep Mysteries-The Price of Beauty | DDHC-CandleKeep Mysteries-The Price of Beauty | Show | ||
|
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster) While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat |
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| ☐ Moon Sickle +1 | uncommon | Renown Item: Moon Sickle +1 | Renown Item: Moon Sickle +1 | Show | ||
|
Notes:
Weapon (sickle), varies (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. RARITY BONUS |
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| ☐ Robe of Scintillating Colors | very_rare | DDHC-CM-Sarah of Yellowcrest Manor | DDHC-CM-Sarah of YellowCrest Manor | Show | ||
|
Notes:
Robe of Scintillating Colors |
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| ☐ Sentinel Shield | uncommon | DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level | DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level | Show | ||
|
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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| ☐ Dagger of Blindsight | rare | DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level | DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level | Show | ||
|
Notes:
Weapon (dagger), rare (requires attunement) This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Mantel of Spell Resistance | rare | DRW-11 Shadows in the Stacks | DRW-11 Shadows in the Stacks | Show | ||
| ☐ Spell Scroll of Mending | common | DRW-11 Shadows in the Stacks | DRW-11 Shadows in the Stacks | Show | ||
| ☐ Spell Scroll of Move Earth | uncommon | DRW-11 Shadows in the Stacks | DRW-11 Shadows in the Stacks | Show | ||
| ☐ Nine Lives Stealer (Scimitar) | very_rare | CCC-QCC2018-01 Of Gods and Monsters | CCC-QCC2018-01 Of Gods and Monsters | Show | ||
|
Notes:
Weapon (any sword), very rare (requires attunement) The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. Applicable Weapons: |
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| ☐ Potion of Superior Healing | rare | CCC-QCC2018-01 Of Gods and Monsters | CCC-QCC2018-01 Of Gods and Monsters | Show | ||
| ☐ Robe of Stars | very_rare | Service Hours Awarded | Service Hours Awarded | Show | ||
|
Notes:
Wondrous Item, very rare (requires attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. |
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| ☐ Tome of Understanding | very_rare | Service Hours Awarded | Service Hours Awarded | Show | ||
|
Notes:
Wondrous Item, very rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| ☐ Rod of the Pact Keeper +3 | very_rare | DDAL05-18 The Mysterious Isle | Service Hours Awarded | Show | ||
|
Notes:
Rod, varies (requires attunement by a Warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. RARITY BONUS |
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