Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Bag of Holding uncommon Hall beneath Glip Dak CCC-GLIP-0102 Beneath Glip Dak Show
Notes:

Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again.
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
This item can be found in the Dungeon Master’s Guide.

Bracers of Defense rare Canyon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light.
The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

C - Clockwork Amulet common Council Chamber BMG-MOON-MD-01 Reverie and Murder Show
Notes:


Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming 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.

C - (Compass) Orb of Time common FR-DC-TCR-01 Tempest Callers Reaper FR-DC-TCR-01 Tempest Callers Reaper Show
Notes:


Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.

C - Dread Helm common FR-DC-FET-03 Vatras Fury FR-DC-FET-03 Vatras Fury Show
Notes:


Wondrous Item, Common

While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.

C - Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross) common Momentum WBW-DC-MOM-01 One Moment Show
Notes:


Wand, common

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.

Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.

Minor Property (Language - Netherese: Loross*)

The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.

*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.

Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.

C - Pot of Awakening common BMG-MOON-MD-02 The Tarthwood Curse BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:


Wondrous item, common

The rim of this clay planter is decorated with shapes of bats, mushrooms, and snakes. An inscription on the bottom reads “Property of Tywyll Greenclaw.”

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

C - Rope of Mending (Temperate) common FR-DC-VET-01 Vatras Besieged FR-DC-FET-01 Vatras Besieged Show
Notes:

Wondrous Item, Common

This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

C - (Temperate) Chest of Preserving common FR-DC-FET-02 Vatras Abyss FR-DC-FET-02 Vatras Abyss Show
Notes:


Wondrous Item, Common

This chest was used by Clauthya to store the Memories of her victims.

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Decanter of Endless Water uncommon Cavern in Feywild WBW-DC Run, It's Not Running Show
Notes:


Wondrous Item, uncommon
2 lb.

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
* "Stream" produces 1 gallon of water.
* "Fountain" produces 5 gallons of water.
* "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Dryad´s Cloak (Cloak of Protection) uncommon Oak Tree (Home of the Dryad Kaltensendra) DDAL00-02A The Darkwood Webs Show
Notes:


Wondrous Item, uncommon (requires attunement)
This cloak reflects the color of the seasons;
* green in summer,
* gold in autumn,
* mottled brown in winter
* and in spring is mottled in pale shades of green and cream.
You gain a + 1 bonus to AC and saving throws while you wear this cloak. This item can be found in the Dungeon Master’s Guide.

Gorig's Spellbook common Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


Gorig wears body wraps embroidered in arcane sigils. When unfurled, it is a six-inch wide swathe of thick, maroon silk 23 feet in length and weighs 20 pounds. The wraps function as a spellbook and contains the following spells:

  • acid splash,
  • fear,
  • blindness/deafness,
  • false life,
  • fire bolt,
  • haste,
  • magic missile,
  • mirror image,
  • ray of enfeeblement,
  • ray of frost,
  • ray of sickness,
  • shield,
  • shocking grasp.
Harengon Spirit Club common Fuzzytail Farm LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Event Reward, attached to player
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.

Heavy Crossbow +1 uncommon 5th level DDAL00-02B The Weirding Vats Show
Notes:

Ranged Weapon, Uncommon

You have a +1 bonus to Attack and Damage Rolls made with this weapon.

Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield.

If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.

Potion of Greater Healing common Canyon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Potion, uncommon
When you drink this potion, you regain 4d4 + 4 Hit Points.

Potion of Healing common Sour Patch Marsh LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Potion, common
You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

Potion of Healing (2) common Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


When you drink this potion, you regain 2d4 + 2 Hit Points.

Potion of Heroism common Cavern of Green Dragon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Potion, rare
For 1 hour after drinking it, you gain 10 temporary Hit Points that last for 1 hour.
For the same Duration, you are under the Effect of the bless spell (no Concentration required).
Whenever you make an Attack roll or a saving throw before the Effect ends, you can roll a d4 and add the number rolled to the atta⁠ck roll or saving throw.
This blue potion bubbles and steams as if boiling.

Potion of Invisibility common Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Potion, very rare
When you drink this potion, you—along with the clothing, armor, Weapons, and other Equipment on your person—become Invisible for 1 hour. The Invisibility ends if you Attack or Cast a Spell.

Potion of Poison Resistance common Canyon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Potion, uncommon
When you drink this potion, you gain Resistance to poison damage for 1 hour.