Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Necklace of Adaptation
uncommon
DDHC-JRC-10 Between tangled Roots
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
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.
Staff of the Python
uncommon
DDHC-JRC-10 Between tangled Roots
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
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.
Pearl of Power
uncommon
CCC-THENT01-01 Beneath The Surface
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Cloak of Underdark Protection
uncommon
CCC-HAL-05 House of Blades
CCC-HAL-05 House of Blades
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this cloak, the bearer can speak and understand Undercommon. Otherwise, this cloak functions exactly like a Cloak of Protection, which can be found in the Dungeon Master’s Guide.
Spellwrought Tattoo (Clairvoyance)
uncommon
SJ-DC-LEGIT-SB-02 Club Diamond
SJ-DC-LEGIT-SB-02 Club Diamond
Show
Notes:
Wondrous Item (Tattoo), Uncommon (Consumable)
Produced by a special needle, this magic tattoo contains the clairvoyance spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
This needle etches lines of metallic gold and silver into your skin.
This item can be found in Tasha's Cauldron of Everything (TCE).
Gem of Brightness
uncommon
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Snarlas Spellbook
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
1st Level: Magic Missile, shield, thunderwave--2nd Level: mirror image, web
--3rd Level: displel magic, fear, stinking cloud
Dread Helm
common
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Minor Property Language: Thayan
Heward's Handy Spice Pouch
common
CCC-HAL-05 House of Blades
CCC-HAL-05 House of Blades
Show
Notes:
Wondrous item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. This particular pouch has a list of two common spices used in the Underdark written into it, they are: Firelichen Spicy Sprinkles and Dried Bloodfruit Wine Powder.
Talking Doll
common
SJ-DC-AMAK-04: Starlight's Lament
SJ-DC-AMAK-04: Starlight's Lament
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.
Cloak of Many Fashions
common
SJ-DC-AMAK-01: You better watch out
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Wondrous Item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Wand of Pyrotechnics
common
DDAL10-05 A Blight in the Darkness
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.
+2 Rod of the Pact Keeper
common
FR-DC-FOS-11 Eyes in the Dark
FR-DC-FOS-11 Eyes in the Dark
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
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.
Wand of Fireballs
common
The lost sanctum
CCC-BMG-17 ELM1-2 The Lost Sanctum
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Necklace of Adaptation | uncommon | DDHC-JRC-10 Between tangled Roots | DDHC-JRC-10 Between tangled Roots | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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| Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Staff of the Python | uncommon | DDHC-JRC-10 Between tangled Roots | DDHC-JRC-10 Between tangled Roots | Show | ||
|
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |
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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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| Pearl of Power | uncommon | CCC-THENT01-01 Beneath The Surface | Trade Log | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement by a Spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. |
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| Cloak of Underdark Protection | uncommon | CCC-HAL-05 House of Blades | CCC-HAL-05 House of Blades | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Spellwrought Tattoo (Clairvoyance) | uncommon | SJ-DC-LEGIT-SB-02 Club Diamond | SJ-DC-LEGIT-SB-02 Club Diamond | Show | ||
|
Notes:
Wondrous Item (Tattoo), Uncommon (Consumable) Produced by a special needle, this magic tattoo contains the clairvoyance spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. This needle etches lines of metallic gold and silver into your skin. This item can be found in Tasha's Cauldron of Everything (TCE). |
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| Gem of Brightness | uncommon | FR-DC-CTT Creepy Tavern Tales | FR-DC-CTT Creepy Tavern Tales | Show | ||
|
Notes:
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. |
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| Snarlas Spellbook | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
1st Level: Magic Missile, shield, thunderwave--2nd Level: mirror image, web |
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| Dread Helm | common | FR-DC-CTT Creepy Tavern Tales | FR-DC-CTT Creepy Tavern Tales | Show | ||
|
Notes:
Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan |
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| Heward's Handy Spice Pouch | common | CCC-HAL-05 House of Blades | CCC-HAL-05 House of Blades | Show | ||
|
Notes:
Wondrous item, common |
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| Talking Doll | common | SJ-DC-AMAK-04: Starlight's Lament | SJ-DC-AMAK-04: Starlight's Lament | 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. |
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| Cloak of Many Fashions | common | SJ-DC-AMAK-01: You better watch out | SJ-DC-AMAK-01: You better watch out | Show | ||
|
Notes:
Wondrous Item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. |
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| Wand of Pyrotechnics | common | DDAL10-05 A Blight in the Darkness | Show | |||
|
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. |
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| +2 Rod of the Pact Keeper | common | FR-DC-FOS-11 Eyes in the Dark | FR-DC-FOS-11 Eyes in the Dark | Show | ||
|
Notes:
Rod, rare (requires attunement by a warlock) |
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| Wand of Fireballs | common | The lost sanctum | CCC-BMG-17 ELM1-2 The Lost Sanctum | Show | ||
|
Notes:
Wand, rare (requires attunement by a Spellcaster) 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. |
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