Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
☐ Mantle of Spell Resistance
rare
REWARDS LIST: SEASON OF SPELLJAMMING
Service Hours Awarded
Show
Notes:
Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
☐ 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.
☐ Mace of Smiting
rare
REWARDS LIST: SEASON OF SPELLJAMMING
Service Hours Awarded
Show
Notes:
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Horn of Silent Alarm
common
Mad Effect Retribution (SJ-DC-MAD-02)
Mad Effect Retribution (SJ-DC-MAD-02)
Show
Notes:
Wondrous Item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
☐ 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
☐ Helm of Telepathy
uncommon
DC-PoA-TDG01-09 Wyrm Walkers
DC-PoA-TDG01-09 Wyrm Walkers
Show
Notes:
Helm of Telepathy
“Ryboslav’s Helm”
Wondrous Item, uncommon (requires attunement)
While wearing this helm, you can use an
action to cast the detect thoughts spell (save
DC13) from it. As long as you maintain
concentration on the spell, you can use a
bonus action to send a telepathic message
to a creature you are focused on. It can
reply–using a bonus action to do so–while
your focus on it continues.
While focusing on a creature with detect
thoughts, you can use an action to cast the
suggestion spell (save DC13) from the helm
on that creature. Once used, the suggestion
property can't be used again until the next
dawn.
“A chardalyn helm with red ruby eyes and an
illithid/gold
Healer's Kite
common
Last Flight of the Orca (SJ-DC-DWR-02)
Last Flight of the Orca (SJ-DC-DWR-02)
Show
☐ Hand Crossbow +1
uncommon
Starting Play at Level 5
Starting Play at Level 5
Show
☐ Greatsword +2
rare
DDHC-CoS-7 Curse of Strahd
Service Hours Awarded
Show
☐ Goggles of Night
uncommon
DDAL 10-01 The Frozen North
DDAL 10-01 The Frozen North
Show
☐ 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.
☐ Glaive +2
rare
TTYP-White Plume Mountain
Trade Log
Show
Notes:
You have +2 to attack and damage with this weapon
☐ 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.
☐ Fish Suit
very_rare
Last Flight of the Orca (SJ-DC-DWR-02)
Last Flight of the Orca (SJ-DC-DWR-02)
Show
Farenor's Cloak of Many Fashions (Special Property)
common
Last Flight of the Orca (SJ-DC-DWR-02)
Show
Notes:
Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language.
☐ Dread Helm
common
CCC-GLIP-01-03
CCC-GLIP-01-03
Show
Notes:
Wondrous Item, common This fearsome steel helm makes your eyes glow red while you wear it. This item can be found in Xanathar’s Guide to Everything.
☐ 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.
☐ 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.
☐ Dark Shard Amulet
common
PS-DC-PKL-05 - Mass Hysteria
PS-DC-PKL-05 - Mass Hysteria
Show
Notes:
Wondrous item, common (requires attunement by a warlock)
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
☐ Clothes of Mending (with Illusion special property)
uncommon
Mergers & Acquisitions (SJ-DC-LEGIT-SB-03)
Mergers & Acquisitions (SJ-DC-LEGIT-SB-03)
Show
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Mantle of Spell Resistance | rare | REWARDS LIST: SEASON OF SPELLJAMMING | Service Hours Awarded | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) |
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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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| ☐ Mace of Smiting | rare | REWARDS LIST: SEASON OF SPELLJAMMING | Service Hours Awarded | Show | ||
|
Notes:
Weapon (mace), rare When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. 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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| ☐ Horn of Silent Alarm | common | Mad Effect Retribution (SJ-DC-MAD-02) | Mad Effect Retribution (SJ-DC-MAD-02) | Show | ||
|
Notes:
Wondrous Item, common |
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| ☐ 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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| ☐ Helm of Telepathy | uncommon | DC-PoA-TDG01-09 Wyrm Walkers | DC-PoA-TDG01-09 Wyrm Walkers | Show | ||
|
Notes:
Helm of Telepathy |
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| Healer's Kite | common | Last Flight of the Orca (SJ-DC-DWR-02) | Last Flight of the Orca (SJ-DC-DWR-02) | Show | ||
| ☐ Hand Crossbow +1 | uncommon | Starting Play at Level 5 | Starting Play at Level 5 | Show | ||
| ☐ Greatsword +2 | rare | DDHC-CoS-7 Curse of Strahd | Service Hours Awarded | Show | ||
| ☐ Goggles of Night | uncommon | DDAL 10-01 The Frozen North | DDAL 10-01 The Frozen North | Show | ||
| ☐ Goggles of Night | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon |
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| ☐ Glaive +2 | rare | TTYP-White Plume Mountain | Trade Log | Show | ||
|
Notes:
You have +2 to attack and damage with this weapon |
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| ☐ 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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| ☐ Fish Suit | very_rare | Last Flight of the Orca (SJ-DC-DWR-02) | Last Flight of the Orca (SJ-DC-DWR-02) | Show | ||
| Farenor's Cloak of Many Fashions (Special Property) | common | Last Flight of the Orca (SJ-DC-DWR-02) | Show | |||
|
Notes:
Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language. |
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| ☐ Dread Helm | common | CCC-GLIP-01-03 | CCC-GLIP-01-03 | Show | ||
|
Notes:
Wondrous Item, common This fearsome steel helm makes your eyes glow red while you wear it. This item can be found in Xanathar’s Guide to Everything. |
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| ☐ 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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| ☐ 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. |
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| ☐ Dark Shard Amulet | common | PS-DC-PKL-05 - Mass Hysteria | PS-DC-PKL-05 - Mass Hysteria | Show | ||
|
Notes:
Wondrous item, common (requires attunement by a warlock) This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: |
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| ☐ Clothes of Mending (with Illusion special property) | uncommon | Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) | Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) | Show | ||