Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Oil of Slipperiness
uncommon
DDAL05-12 Bad Business in Parnast
DDAL05-12 Bad Business in Parnast
Show
☐ Gauntlets of Ogre Power
uncommon
DDAL05-12 Bad Business in Parnast
DDAL05-12 Bad Business in Parnast
Show
Notes:
Gauntlets of Ogre Power Wondrous Item, uncommon (requires attunement) These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. Your Strength is 19 when you wear these gauntlets. They have no effect if your Strength is already 19 or higher.
☐ Goggles of Night
uncommon
DDAL 10-01 The Frozen North
DDAL 10-01 The Frozen North
Show
☐ Spell of Otiluke's Resilient Sphere
rare
DDAL-CGB Cloud Giant's Bargain
DDAL-CGB Cloud Giant's Bargain
Show
☐ Rapier of Wounding
rare
DDAL-CGB Cloud Giant's Bargain
DDAL-CGB Cloud Giant's Bargain
Show
Notes:
Weapon (any sword), rare (requires attunement) Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
☐ Plate Mail +1
rare
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Trade Log
Show
☐ Potion of Healing x2
uncommon
DDEX1-11 Dark Pyramid of Sorcerer's Isle
DDEX1-11 Dark Pyramid of Sorcerer's Isle
Show
☐ Horn of Blasting
rare
DDEX1-11 Dark Pyramid of Sorcerer's Isle
DDEX1-11 Dark Pyramid of Sorcerer's Isle
Show
Notes:
Wondrous Item, rare You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6 . Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Notes: Damage: Thunder, Deafened, Damage, Debuff, Combat
☐ Acid (vial)
common
DDEX1-11 Dark Pyramid of Sorcerer's Isle
DDEX1-11 Dark Pyramid of Sorcerer's Isle
Show
Notes:
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
☐ Greatsword +2
rare
DDHC-CoS-7 Curse of Strahd
Service Hours Awarded
Show
☐ Doss Lute
common
DDHC-CoS - Strahd Must Die Tonight!
DDHC-CoS - Strahd Must Die Tonight!
Show
Notes:
Doss lute
Uncommon
Animal friendship, protection from energy (fire only), protection from poison
Wondrous Item, 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.
☐ Mace of Terror
common
DDHC-CoS - Strahd Must Die Tonight!
DDHC-CoS - Strahd Must Die Tonight!
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Plate +2
common
DDHC-CoS - Strahd Must Die Tonight!
DDHC-CoS - Strahd Must Die Tonight!
Show
Notes:
You have a +2 bonus to AC while wearing this armor.
☐ Weapon of Warning (Scimitar)
uncommon
DDHC-JRC-05-Sins of our Elders
DDHC-JRC-05-Sins of our Elders
Show
Notes:
Can only be used in Radiant Citadel.
☐ Ring of Jumping
uncommon
DDHC-KGV-03 - Reach for the Stars
Trade Log
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
☐ Goggles of Night
uncommon
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous Item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
☐ Stone of Good Luck (Luckstone)
uncommon
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
☐ Smokepowder (packet)
uncommon
Dohwar Heist (SJ-DC-DWR-01)
Dohwar Heist (SJ-DC-DWR-01)
Show
Notes:
Wondrous item, uncommon
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets.
A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
☐ Dohwar Plushie (Talking doll)
common
Dohwar Heist (SJ-DC-DWR-01)
Dohwar Heist (SJ-DC-DWR-01)
Show
Notes:
Wondrous Item, common (requires attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. This item is found in Xanathar’s Guide to Everything. Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful.
☐ Sweet HoneyFish Mooncake (Keoghtom's Ointment) x4
uncommon
Dohwar Heist (SJ-DC-DWR-01)
Dohwar Heist (SJ-DC-DWR-01)
Show
Notes:
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Oil of Slipperiness | uncommon | DDAL05-12 Bad Business in Parnast | DDAL05-12 Bad Business in Parnast | Show | ||
| ☐ Gauntlets of Ogre Power | uncommon | DDAL05-12 Bad Business in Parnast | DDAL05-12 Bad Business in Parnast | Show | ||
|
Notes:
Gauntlets of Ogre Power Wondrous Item, uncommon (requires attunement) These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. Your Strength is 19 when you wear these gauntlets. They have no effect if your Strength is already 19 or higher. |
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| ☐ Goggles of Night | uncommon | DDAL 10-01 The Frozen North | DDAL 10-01 The Frozen North | Show | ||
| ☐ Spell of Otiluke's Resilient Sphere | rare | DDAL-CGB Cloud Giant's Bargain | DDAL-CGB Cloud Giant's Bargain | Show | ||
| ☐ Rapier of Wounding | rare | DDAL-CGB Cloud Giant's Bargain | DDAL-CGB Cloud Giant's Bargain | Show | ||
|
Notes:
Weapon (any sword), rare (requires attunement) Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. |
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| ☐ Plate Mail +1 | rare | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Trade Log | Show | ||
| ☐ Potion of Healing x2 | uncommon | DDEX1-11 Dark Pyramid of Sorcerer's Isle | DDEX1-11 Dark Pyramid of Sorcerer's Isle | Show | ||
| ☐ Horn of Blasting | rare | DDEX1-11 Dark Pyramid of Sorcerer's Isle | DDEX1-11 Dark Pyramid of Sorcerer's Isle | Show | ||
|
Notes:
Wondrous Item, rare You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6 . Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Notes: Damage: Thunder, Deafened, Damage, Debuff, Combat |
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| ☐ Acid (vial) | common | DDEX1-11 Dark Pyramid of Sorcerer's Isle | DDEX1-11 Dark Pyramid of Sorcerer's Isle | Show | ||
|
Notes:
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. |
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| ☐ Greatsword +2 | rare | DDHC-CoS-7 Curse of Strahd | Service Hours Awarded | Show | ||
| ☐ Doss Lute | common | DDHC-CoS - Strahd Must Die Tonight! | DDHC-CoS - Strahd Must Die Tonight! | Show | ||
|
Notes:
Doss lute Uncommon Animal friendship, protection from energy (fire only), protection from poison Wondrous Item, varies (requires attunement by a bard) 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. |
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| ☐ Mace of Terror | common | DDHC-CoS - Strahd Must Die Tonight! | DDHC-CoS - Strahd Must Die Tonight! | Show | ||
|
Notes:
Weapon (mace), rare (requires attunement) The mace regains 1d3 expended charges daily at dawn. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Plate +2 | common | DDHC-CoS - Strahd Must Die Tonight! | DDHC-CoS - Strahd Must Die Tonight! | Show | ||
|
Notes:
You have a +2 bonus to AC while wearing this armor. |
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| ☐ Weapon of Warning (Scimitar) | uncommon | DDHC-JRC-05-Sins of our Elders | DDHC-JRC-05-Sins of our Elders | Show | ||
|
Notes:
Can only be used in Radiant Citadel. |
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| ☐ Ring of Jumping | uncommon | DDHC-KGV-03 - Reach for the Stars | Trade Log | Show | ||
|
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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| ☐ Goggles of Night | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon |
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| ☐ Stone of Good Luck (Luckstone) | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| ☐ Smokepowder (packet) | uncommon | Dohwar Heist (SJ-DC-DWR-01) | Dohwar Heist (SJ-DC-DWR-01) | Show | ||
|
Notes:
Wondrous item, uncommon |
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| ☐ Dohwar Plushie (Talking doll) | common | Dohwar Heist (SJ-DC-DWR-01) | Dohwar Heist (SJ-DC-DWR-01) | Show | ||
|
Notes:
Wondrous Item, common (requires attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. This item is found in Xanathar’s Guide to Everything. Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful. |
||||||
| ☐ Sweet HoneyFish Mooncake (Keoghtom's Ointment) x4 | uncommon | Dohwar Heist (SJ-DC-DWR-01) | Dohwar Heist (SJ-DC-DWR-01) | Show | ||
|
Notes:
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. |
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