Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Hat of Vortexes
uncommon
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic Action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10ft cube originating from you and lasts for 1 hour. While the vortex is present, it's area is difficult terrain.
You decide a vortex's visual details when you create it. For instance the vortex might be multicolored or glittery.
Arcane Barrtey
uncommon
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Woundrous Item, Uncommon
This smooth, oval stone is etched with faintly glowing magical symbols. While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediatly regains 1d4+1 expended charges and the battery loses its magic.
Shield+1
uncommon
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Battleaxe +1
uncommon
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Deck of Illusions
uncommon
FR-DC-CTT-01 Creepy Tavern Tales
FR-DC-CTT-01 Creepy Tavern Tales
Show
Notes:
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Volo's neuer alter Mantel (Robe of Useful Items)
uncommon
PS-DC-Limbo-01 Lost in Limbo
PS-DC-Limbo-01 Lost in Limbo
Show
Notes:
Wondrous Item, Uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope (coiled)
Sack
In addition, the robe has these Patches:
Wooden Ladder (24ft long)
Bag of 100gp
2 Mastiffs
Riding Horse with a Riding Saddle
Spellscroll with Aura of Vitality
4 Potions of Healing
4 Potions of Healing
4 Potions of Healing
Portable Ram
Rowboat 12ft long
10 gekms worth 100gp each
Spellscroll with Prayer of Healing
2 Mastiffs
Bag of 100gp
Volo's Lebensversicherung
uncommon
PS-DC-Limbo-01 Lost in Limbo
PS-DC-Limbo-01 Lost in Limbo
Show
Notes:
Wondrous item (tattoo), rarity varies
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
Sekolahian Worshipping Statuette
common
BMG-DRW-KS01 The Thief of Thay
BMG-DRW-KS01 The Thief of Thay
Show
Notes:
Wondrous Item, Common
Skillfully carved from sandstone, this 1-foot tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth the shark flashes to life and deals 1 Piercing damage to it. The shark can deal damage in this way no more than once per hour.
Silvered Longsword
common
CCC-Ziege-01 Shadows of the Blood Moon
CCC-Ziege-01 Shadows of the Blood Moon
Show
Notes:
Weapon (Longsword), Common
Martial Weapon, Melee Weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Cloak of Many Fashions
common
DDHC -DD04 - For Whom the Void Calls
DDHC -DD04 - For Whom the Void Calls
Show
Notes:
Wondrous item, common
While wearing this cloak, you can take 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.
Dread Helm
common
FR-DC-CTT-01 Creepy Tavern Tales
FR-DC-CTT-01 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
This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?
Hat of Vermin
common
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
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.
Pipe of Remembrance
common
FR-DC-CTT-01 Creepy Tavern Tales
FR-DC-CTT-01 Creepy Tavern Tales
Show
Notes:
Wondrous item, common.
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.
Candle of the Deep
common
DC-PoA The More You Know Under Ice And Snow
Show
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle (a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet).
Clockwork Amulet
common
DDHC -DD04 - For Whom the Void Calls
DDHC -DD04 - For Whom the Void Calls
Show
Notes:
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.
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.
Stock Market Share (Staff of Adornment)
common
PS-DC-Limbo-01 Lost in Limbo
PS-DC-Limbo-01 Lost in Limbo
Show
Notes:
"Your first return of your investment into the 10ft pole market. Like the common magic item the bubble will probably soon collapse but at least you got a bit of return on your investment!"
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
Source: Xanathar's Guide to Everything
Staff, common
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Mythallar Bracelet
common
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Common
Three small, crystal beads made from a decomissioned mythallar are strung on this leather bracelet. As a magic action, you can pluck one bead from the bracelet to gain Advantage on Strength (Athletics) checks for 1 minute.
A bead disappears immediatly after it's plucked. Once all three beads have been plucked, the bracelet loses its magic.
Mask of Changed Apperance
common
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Common
This jeweled mask has 3 charges. As a magic action, you can expend 1 charge and change your face's appearance. You can't make yourself look like a different person, but you can smooth or deepen your wrinkles, whiten your teeth, hide or accentuate bags under your eyes, or perform other minor cosmetic changes. While your appearance is changed, the mask has the Invisible condition. Your changed appearance lasts 1 hour.
Regaining Charges. The mask regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1 the mask explodes in a harmless cloud of sweet-swelling powder and is destroyed.
Hat of Wizardry
common
SJ-DC-HIPS Hiding in Plain Sight
SJ-DC-HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, Spellcasting Focus, Common (Requires Attunement By a Wizard)
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, 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.
Illuminator´s Tattoo
common
DDAL10-01 The Frozen North
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.
When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing.
While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Hat of Vortexes | uncommon | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic Action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10ft cube originating from you and lasts for 1 hour. While the vortex is present, it's area is difficult terrain. You decide a vortex's visual details when you create it. For instance the vortex might be multicolored or glittery. |
||||||
| Arcane Barrtey | uncommon | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Woundrous Item, Uncommon This smooth, oval stone is etched with faintly glowing magical symbols. While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediatly regains 1d4+1 expended charges and the battery loses its magic. |
||||||
| Shield+1 | uncommon | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
| Battleaxe +1 | uncommon | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
|
Notes:
Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
||||||
| Deck of Illusions | uncommon | FR-DC-CTT-01 Creepy Tavern Tales | FR-DC-CTT-01 Creepy Tavern Tales | Show | ||
|
Notes:
Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. |
||||||
| Volo's neuer alter Mantel (Robe of Useful Items) | uncommon | PS-DC-Limbo-01 Lost in Limbo | PS-DC-Limbo-01 Lost in Limbo | Show | ||
|
Notes:
Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Bullseye Lantern (filled and lit) Dagger Mirror Pole Rope (coiled) Sack In addition, the robe has these Patches:
|
||||||
| Volo's Lebensversicherung | uncommon | PS-DC-Limbo-01 Lost in Limbo | PS-DC-Limbo-01 Lost in Limbo | Show | ||
|
Notes:
Wondrous item (tattoo), rarity varies Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. |
||||||
| Sekolahian Worshipping Statuette | common | BMG-DRW-KS01 The Thief of Thay | BMG-DRW-KS01 The Thief of Thay | Show | ||
|
Notes:
Wondrous Item, Common Skillfully carved from sandstone, this 1-foot tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth the shark flashes to life and deals 1 Piercing damage to it. The shark can deal damage in this way no more than once per hour. |
||||||
| Silvered Longsword | common | CCC-Ziege-01 Shadows of the Blood Moon | CCC-Ziege-01 Shadows of the Blood Moon | Show | ||
|
Notes:
Weapon (Longsword), Common Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
||||||
| Cloak of Many Fashions | common | DDHC -DD04 - For Whom the Void Calls | DDHC -DD04 - For Whom the Void Calls | Show | ||
|
Notes:
Wondrous item, common |
||||||
| Dread Helm | common | FR-DC-CTT-01 Creepy Tavern Tales | FR-DC-CTT-01 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 This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? |
||||||
| Hat of Vermin | common | CCC-TAROT-0105 The Lost Apprentice | Show | |||
|
Notes:
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. |
||||||
| Pipe of Remembrance | common | FR-DC-CTT-01 Creepy Tavern Tales | FR-DC-CTT-01 Creepy Tavern Tales | Show | ||
|
Notes:
Wondrous item, common. This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn. |
||||||
| Candle of the Deep | common | DC-PoA The More You Know Under Ice And Snow | Show | |||
|
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle (a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet). |
||||||
| Clockwork Amulet | common | DDHC -DD04 - For Whom the Void Calls | DDHC -DD04 - For Whom the Void Calls | Show | ||
|
Notes:
Wondrous item, common 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. |
||||||
| Stock Market Share (Staff of Adornment) | common | PS-DC-Limbo-01 Lost in Limbo | PS-DC-Limbo-01 Lost in Limbo | Show | ||
|
Notes:
"Your first return of your investment into the 10ft pole market. Like the common magic item the bubble will probably soon collapse but at least you got a bit of return on your investment!" Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. Source: Xanathar's Guide to Everything Staff, common If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. |
||||||
| Mythallar Bracelet | common | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Common Three small, crystal beads made from a decomissioned mythallar are strung on this leather bracelet. As a magic action, you can pluck one bead from the bracelet to gain Advantage on Strength (Athletics) checks for 1 minute. A bead disappears immediatly after it's plucked. Once all three beads have been plucked, the bracelet loses its magic. |
||||||
| Mask of Changed Apperance | common | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Common This jeweled mask has 3 charges. As a magic action, you can expend 1 charge and change your face's appearance. You can't make yourself look like a different person, but you can smooth or deepen your wrinkles, whiten your teeth, hide or accentuate bags under your eyes, or perform other minor cosmetic changes. While your appearance is changed, the mask has the Invisible condition. Your changed appearance lasts 1 hour. Regaining Charges. The mask regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1 the mask explodes in a harmless cloud of sweet-swelling powder and is destroyed. |
||||||
| Hat of Wizardry | common | SJ-DC-HIPS Hiding in Plain Sight | SJ-DC-HIPS Hiding in Plain Sight | Show | ||
|
Notes:
Wondrous Item, Spellcasting Focus, Common (Requires Attunement By a Wizard) Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, 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. |
||||||
| Illuminator´s Tattoo | common | DDAL10-01 The Frozen North | Show | |||
|
Notes:
Wondrous item (tattoo), common (requires attunement) Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. |
||||||