Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Shard of Snow Ice (Ioun Stone of Protection) rare WBW-DC-PHP-POLAR-01 WBW-DC-PHP-POLAR-01 Show
Notes:

Wondrous item rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head. This item is found in the Dungeon Master’s Guide.
This small shard of everlasting crystal ice appears to be a chipped off fragment from the control crystal of Ermyar’s Tower.
In addition, this stone has the Temperate minor property: The bearer suffers no harm in temperatures as cold as -20 degrees Farhenheit.

Arcane Grimoire +2 rare DDHC-KftGV- 05 - Tockworth's Clockworks Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 2.

Hat of Disguise uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

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.

Boots of Striding and Springing uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain 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.

+1 Arcane Grimoire uncommon LvL 5 Award Charakter Progression Show
Notes:

Wondrous item, uncommon (requires attunement by a wizard)
3 lb.

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Gloves of Missile Snaring uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Alchemy Jug uncommon DDHC-CM-11 Zikran's Xephyrean Tome DDHC-CM-11 Zikran's Xephyrean Tome Show
Notes:

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, while 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

Stone of Good Luck 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.

Boots of the Winterlands uncommon DDHC-CM-11 Zikran's Xephyrean Tome DDHC-CM-11 Zikran's Xephyrean Tome Show
Notes:

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.

Stone of Ill Luck uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wondrous item, uncommon (requires attunement)
This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item’s property while on your person.
Curse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.

CURSE REMOVED

Balance of Harmony uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. +100gp gem

Mask of the Beast uncommon DDAL-DRW-INT-04 Tales of Fang and Claw DDAL-DRW-INT-04 Tales of Fang and Claw Show
Notes:

Wondrous Item, Uncommon

This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it.

This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light.

Periapt of Wound Closure uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1, +2, or +3
Rod, uncommon (+1), rare (+2), or very rare (+3) (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 one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

+1 Mace uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Weapon, uncommon
Major tier
Simple weapon, melee weapon
4 lb. 1d6 bludgeoning
You have a +1 bonus to attack and damage rolls made with this magic weapon.

+1 Dagger uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Weapon, uncommon
Major tier
Simple weapon, melee weapon
1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Machete uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Weapon, uncommon
Major tier
Martial weapon, melee weapon
3 lb. 1d8 slashing - versatile (1d10)
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

*Plant Slaying. The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
*

Force Pike uncommon DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Melee or Ranged Attack: +4 to hit,
reach 5 ft. or range 40/100 ft., one creature. Hit: 7 (1d10+ 2) force damage.

The attack has disadvantage against any target with polished metal armor or shield, and has its ranged halved when firing through smoke or fog.

Moon-Touched Longsword common CCC-GHC-BK1-01 Into the Border Kingdoms Show
Notes:

Weapon, common

Martial weapon, melee weapon
3 lb. 1d8 slashing - versatile (1d10)

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Earring of Message common BMG-DRWEP-OD-01 The Enemy of My Enemy BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wondrous Item, Common

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.