Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Harengon Spirit Club unique LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdon (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn.

☐ Maul +2 rare DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Trade Log Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ SmokePowder uncommon Trade Log Show
Notes:

SMOKEPOWDER 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.

☐ Headband of Intellect uncommon DDAL05-16 Parnast Under Siege DDAL05-16 Parnast Under Siege 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.

☐ Saddle of the Cavalier uncommon Service Hours Awarded Show
Notes:

Wondrous Item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

Notes: Can't be Dismounted Against Your Will, Movement, Warding

☐ Night Caller uncommon DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.

If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.

☐ Shatterspike uncommon DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

Weapon (longsword), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Magic, Damage, Buff, Combat, Versatile

☐ Wand of Entangle uncommon DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

☐ Elixir of Health (3 Doses) uncommon DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

Potion, rare
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

☐ Scroll of Cure Wounds (2nd level) uncommon DDIA06-The Yawning Portal-The Sunless Citadel Show
☐ Brooch of Shielding uncommon SJ-DC-DD-03 Castles in the Sand SJ-DC-DD-03 Castles in the Sand Show
Notes:

Wondrous Item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

☐ Boots of Striding and Springing (Shoes of the Glacial Walker) uncommon CCC-TRI-26 ROSE1-1 Touch the Stars CCC-TRI-26 ROSE1-1 Touch the Stars Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

☐ Decanter of Endless Water uncommon CCC-GHC-BK2-02 The Folly of Sneaky Simon CCC-GHC-BK2-02 The Folly of Sneaky Simon Show
☐ Trident of Fish Command uncommon CCC-WWC-02 Dark Waters of Hate Trade Log Show
Notes:

Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Potion of Greater Healing uncommon DC-SAC-07 Haunting in Gloomwood Cemetary DC-SAC-07 Haunting in Gloomwood Cemetary Show
Notes:

Potion, uncommon

☐ Bag of Holding uncommon DC-SAC-07 Haunting in Gloomwood Cemetary DC-SAC-07 Haunting in Gloomwood Cemetary Show
Notes:

Bag of Holding
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.

This tattered black bag seems to absorb the light around it, making it difficult to discern its exact shape. The fabric is rough to the touch, woven from a strange, shadowy material that shifts and moves like living smoke. Arcane symbols are faintly visible, etched in a dark, blood-red thread along the edges of the bag. A faint, eerie whisper emanates from within, as if the bag itself is filled with the echoes of forgotten souls. Despite its worn appearance, the bag is unnaturally heavy, as though it carries the weight of the necromancer’s dark deeds.

This bag of holding has the Language minor property, granting the bearer the ability to speak and understand Netherese while on the bearer’s person.

☐ Alchemist's Fire (flask) x2 common DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

Type: Adventuring Gear Cost: 50 gp Weight: 1 lb
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

☐ Pole of Collapsing common SJ-DC-DD-03 Castles in the Sand SJ-DC-DD-03 Castles in the Sand Show
Notes:

Wondrous Item, common

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

☐ Potion of Healing common LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
☐ Wand of Web common LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Flavor: Wand is made of twisted strands of dried Ettercap silk. It remains sticky to the touch no matter how it is cleaned.