Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Auntie Sue’s Broom
uncommon
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
Wondrous Item, uncommon
This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. This item can be found in the Dungeon Masters Guide.
Propeller Helm
uncommon
DC-PoA When The Forest Comes To The Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement by a small humanoid)
While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.
Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-10 HILL1-1 Arrival
Show
Notes:
Emerald Kidgloves (Gloves of Thievery)
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Goggles of Night
uncommon
White Plum Mountain
Show
Notes:
Goggles of Night
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
White Plum Mountain
Show
Notes:
Stone of Good Luck (Luckstone)
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
Boots of Striding and Springing
uncommon
White Plum Mountain
Show
Notes:
Boots of Striding and Springing
Wondrous item, uncommon
Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing Heavy Armor. In addition, whenever you jump, you can jump three times the normal distance.
Boots of the Winterlands
uncommon
DDHC-CM Zikran's Zephyrean Tomes
Show
Notes:
Boots of the Winterlands
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have Resistance to cold damage.
You ignore Difficult Terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional Protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Alchemy Jug (blue)
uncommon
DDHC-CM Zikran's Zephyrean Tomes
Show
Notes:
Alchemy Jug (blue)
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Alchemy Jug (Orange)
uncommon
DDHC-CM Zikran's Zephyrean Tomes
Show
Notes:
Alchemy Jug (Orange)
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
In addition to the below liquids, the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Shield of the Moon
uncommon
Moowa Mol
Trade Log
Show
Notes:
Shield of the Moon
Wondrous Item, uncommon
This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide.
Manual of Gainful Exercise
common
CCC-TRI-24 - STORM-1-3 - Knight Errand
Show
Notes:
Manual of Gainful Exercise
Wondrous item, very rare
This book describes ftness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This leather-bound book is emblazoned with a crimson red chess piece, the knight. The inside describes hundreds of training regiments for warfare and self-defense, ingraining some of them into your mind and muscles as the magic is used. This item can be found in the Dungeon Master’s Guide.
Clockwork Amulet
common
DDAL10-10 Burying the Past
Show
Notes:
Wondrous item, common
A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Prosthetic Limb
common
DDAL10-06 The Fallen Star
Show
Notes:
Prosthetic Limb
Wondrous item, common
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Enduring Spellbook
common
DC-PoA When The Forest Comes To The Mountain
Show
Notes:
Enduring Spellbook
Wondrous item, Common
This Spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the Spellbook doesn’t deteriorate with age.
Hat of Vermin
common
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
Wondrous Item, common
This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.
Woe
common
DDAL-DRW-16 Uprising
Show
Notes:
Woe
Weapon (Longsword), Unique
This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally.
When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit.
Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Auntie Sue’s Broom | uncommon | CCC-TAROT-0105 The Lost Apprentice | Show | |||
Notes:
Wondrous Item, uncommon This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. This item can be found in the Dungeon Masters Guide. |
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Propeller Helm | uncommon | DC-PoA When The Forest Comes To The Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement by a small humanoid) While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical. |
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Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-10 HILL1-1 Arrival | Show | |||
Notes:
Emerald Kidgloves (Gloves of Thievery) |
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Goggles of Night | uncommon | White Plum Mountain | Show | |||
Notes:
Goggles of Night 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. |
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Stone of Good Luck (Luckstone) | uncommon | White Plum Mountain | Show | |||
Notes:
Stone of Good Luck (Luckstone) While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. |
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Boots of Striding and Springing | uncommon | White Plum Mountain | Show | |||
Notes:
Boots of Striding and Springing |
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Boots of the Winterlands | uncommon | DDHC-CM Zikran's Zephyrean Tomes | Show | |||
Notes:
Boots of the Winterlands These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have Resistance to cold damage. |
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Alchemy Jug (blue) | uncommon | DDHC-CM Zikran's Zephyrean Tomes | Show | |||
Notes:
Alchemy Jug (blue) |
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Alchemy Jug (Orange) | uncommon | DDHC-CM Zikran's Zephyrean Tomes | Show | |||
Notes:
Alchemy Jug (Orange) |
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Shield of the Moon | uncommon | Moowa Mol | Trade Log | Show | ||
Notes:
Shield of the Moon Wondrous Item, uncommon This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide. |
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Manual of Gainful Exercise | common | CCC-TRI-24 - STORM-1-3 - Knight Errand | Show | |||
Notes:
Manual of Gainful Exercise |
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Clockwork Amulet | common | DDAL10-10 Burying the Past | Show | |||
Notes:
Wondrous item, common |
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Prosthetic Limb | common | DDAL10-06 The Fallen Star | Show | |||
Notes:
Prosthetic Limb This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. |
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Enduring Spellbook | common | DC-PoA When The Forest Comes To The Mountain | Show | |||
Notes:
Enduring Spellbook This Spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the Spellbook doesn’t deteriorate with age. |
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Hat of Vermin | common | CCC-TAROT-0105 The Lost Apprentice | Show | |||
Notes:
Wondrous Item, common |
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Woe | common | DDAL-DRW-16 Uprising | Show | |||
Notes:
Woe Weapon (Longsword), Unique This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally. When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so. You have a +3 bonus to attack and damage rolls made with this magic weapon. If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.” |