Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Boots of Elvenkind
uncommon
F
Ritual of Divination DM Quest
Show
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Candle of the Hearth
common
Adventurer's Wanted
Gathering Information DM Quest
Show
Notes:
This chime candle's wax is carved with runes representing family, community, and safe travels and rubbed with scented oils and herbs, imbuing it with seasonal magic. When lit, it burns with the welcome warmth of a crackling fireplace far beyond the size of the small candle, providing bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, the candle burns fiercely for up to 10 minutes before its wax is spent.
Creatures that rest within the candle's bright glow for a full 10 minutes gain the advantage of a short rest. A creature cannot be affected by another Candle of the Hearth until it finishes a long rest
Wand of Secrets
uncommon
DDAL08-00 Once in Waterdeep
DDAL08-00 Once in Waterdeep - Déjà Vu DM Quest
Show
Notes:
A long wand made of black walnut, this arcane tool is bound in silver, both at both ends and wrapped about its smooth length. Black walnut is known for its ability to aid in good instincts and powerful insight; silver is the bonding element of truth. The end of the wand is mounted with small ball of forged glass crystal, smooth and clear, in a silver, four-pronged claw.
The wand has 3 charges. While holding it, you can use an Action to expend one of its charges, and if a secret door or trap is within 30’ of you, the wand pulses and points at the one nearest to you. The wand regains d3 expended charges daily at dawn.
+1 Hand crossbow
uncommon
Renown Reward
DDHC-DMM Dungeon of the Mad Mage
Show
Chime of Opening
uncommon
S8 Seasonal unlocks
C
8
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Boots of Elvenkind | uncommon | F | Ritual of Divination DM Quest | Show | ||
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. |
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Candle of the Hearth | common | Adventurer's Wanted | Gathering Information DM Quest | Show | ||
Notes:
This chime candle's wax is carved with runes representing family, community, and safe travels and rubbed with scented oils and herbs, imbuing it with seasonal magic. When lit, it burns with the welcome warmth of a crackling fireplace far beyond the size of the small candle, providing bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, the candle burns fiercely for up to 10 minutes before its wax is spent. Creatures that rest within the candle's bright glow for a full 10 minutes gain the advantage of a short rest. A creature cannot be affected by another Candle of the Hearth until it finishes a long rest |
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Wand of Secrets | uncommon | DDAL08-00 Once in Waterdeep | DDAL08-00 Once in Waterdeep - Déjà Vu DM Quest | Show | ||
Notes:
A long wand made of black walnut, this arcane tool is bound in silver, both at both ends and wrapped about its smooth length. Black walnut is known for its ability to aid in good instincts and powerful insight; silver is the bonding element of truth. The end of the wand is mounted with small ball of forged glass crystal, smooth and clear, in a silver, four-pronged claw. The wand has 3 charges. While holding it, you can use an Action to expend one of its charges, and if a secret door or trap is within 30’ of you, the wand pulses and points at the one nearest to you. The wand regains d3 expended charges daily at dawn. |
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+1 Hand crossbow | uncommon | Renown Reward | DDHC-DMM Dungeon of the Mad Mage | Show | ||
Chime of Opening | uncommon | S8 Seasonal unlocks | C | 8 | DDHC-DMM Dungeon of the Mad Mage | Show |
Notes:
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
Ammunition +1
uncommon
1
Evergreen item
DDHC-LMoP Lost Mine of Phandelver Ch2 Y2 - Saint of Ilmater
Show
Notes:
20 crossbow bolts +1
Circlet of Human Perfection(A)
uncommon
1
Dungeon of the Mad Mage
DDHC-DMM Dungeon of the Mad Mage
Show
Notes:
(requires attunement by a humanoid)
This circlet is an uncommon magic item called a circlet of human perfection. Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer’s statistics and racial traits don’t change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.
Name | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Ammunition +1 | uncommon | 1 | Evergreen item | DDHC-LMoP Lost Mine of Phandelver Ch2 Y2 - Saint of Ilmater | Show | ||
Notes:
20 crossbow bolts +1 |
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Circlet of Human Perfection(A) | uncommon | 1 | Dungeon of the Mad Mage | DDHC-DMM Dungeon of the Mad Mage | Show | ||
Notes:
(requires attunement by a humanoid) |