Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ (UC/AT) Wand of Web uncommon LN-1 FUZZYTAIL FARM AND THE FRIGHTFUL CANDY GOAT MASSACRE Trade Log Show
Notes:

Wand, uncommon (requires Attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

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.

☐ (UC/AT) Whip of Warning uncommon DDAL04-02 The Beast Show
Notes:

Weapon (whip), uncommon (requires attunement)

This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within.

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

(UC/AT) Wolfskin Cap (Hat Of Disguise) uncommon DDAL04-03 The Executioner Show
Notes:

Wondrous item, uncommon (requires attunement)

This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plainlooking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense).

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.

☐ (UC) Bag of Holding uncommon DDHC-CM-05 Shemshime's Bedtime Rhyme 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 Heward’s 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.

☐ (UC) Bag of Holding uncommon CCC-GLIP-01-02 Beneath Glip Dak CCC-GLIP-01-02 Beneath Glip Dak Show
Notes:

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.

☐ (UC) Figurine of Wonderous Power (Serpentine Owl) uncommon CCC-SVH-01-01 Dawn of the Raven Lord Trade Log Show
Notes:

Wondrous Item, uncommon

This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

This item is found on Magic Item Table G in the Dungeon Master’s Guide.

☐ (UC) Goggles of Night uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness 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.

☐ (UC) Goggles of Night uncommon DDHC00-DoIP Dragon of Icespire Peak "Mountain Toe's Goldmine" DDHC00-DoIP Dragon of Icespire Peak "Mountain Toe's Goldmine" 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.

☐ (UC) Immovable Rod uncommon CCC-RCC-01-02 The King of Thar CCC-RCC-01-02 The King of Thar Show
Notes:

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

☐ (UC) Javelin of Lightning uncommon SJ-DC-RTR-PL-02 Stay Calm, Act Quickly SJ-DC-RTR-PL-02 Stay Calm, Act Quickly Show
Notes:

Weapon (javelin), uncommon
Simple weapon, melee weapon
1d6 piercing - thrown (30/120 ft.)

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

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.

Minor Property: Strange Material (Ice)
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

☐ (UC) Mithral Chain Mail uncommon DDHC00-DoIP Dragon of Icespire Peak "Butterskull Ranch" DDHC00-DoIP Dragon of Icespire Peak "Butterskull Ranch" Show
Notes:

Armor (heavy), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

☐ (UC) Rapier +1 uncommon DDHC-TftYP-1 Forge of Fury Show
☐ (UC) Ring of Swimming uncommon DDAL05-06 Beneath the Fetid Chelimer DDAL05-06 Beneath the Fetid Chelimer Show
Notes:

You have a Swimming speed of 40 feet while wearing this ring.

This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.

☐ (UC) Ring of Swimming uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
Notes:

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

☐ (UC) Sentinel Shield uncommon DDAL-DRW-INT - 02 Watchers of the Trollclaws DDAL-DRW-INT - 02 Watchers of the Trollclaws Show
Notes:

Armor (shield), uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.

☐ (UC) Shield +1 uncommon DDHC-TftYP-1 Forge of Fury Show
☐ (UC) Spear +1 uncommon Trade Log Show
Notes:

You have a +1 bonus to Attack and Damage Rolls made with this weapon.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ (UC) Wand of Magic Missiles uncommon DDHC-TftYP-1 Forge of Fury Show
☐ (UC) Wand of Secrets uncommon CCC-GHC-BK2-04 Wicked Little Things CCC-GHC-BK2-04 Wicked Little Things Show
Notes:

Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Notes: Detection

☐ (UC) Wand of Web uncommon DDAL05-07 Chelimers Descent DDAL05-07 Chelimers Descent Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)

This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets. This wand has 7 charges.
While holding it, you can use an action to expend one of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6+1 charges daily at dawn. If you expend the wand’s last charge, roll a d20. 0n a 1, the wand crumbles into ashes and is destroyed.