Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Slumbering Dragon Vessel
uncommon
DDHC-DD-02 Baker's Doesn't
Show
Notes:
Wondrous item, uncommon (requires attunement)
This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.
As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.
Talking Doll
common
WBW-DC-JOQ-04 Vanishing the Lady
Show
Notes:
Wonderous 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 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. This item is found in
Xanathar’s Guide to Everything.
The doll’s name is “Zoe Grimalda” which is a name of
great importance in Joquiet and therefore any creature in
possession of this doll has 5 more reputation than normal.
This trait only functions while within the domain of delight
of Joquiet.
This item was stolen from The Tall Man. If you possess
this item while in an adventure taking place in Joquiet, you
owe The Tall Man a favor, and he has the right to curse you
if you do not comply.
☐ (UC/AT) +1 Rod of The Pact Keeper
uncommon
Season 11 Player's Guide
Trade Log
Show
Notes:
Rod, uncommon (+1) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.
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.
🗹 (UC/AT) Blood Spear
uncommon
DDHC Curse of Strahd
Assign Service Reward
Show
Notes:
Weapon (spear), uncommon (requires attunement)
Kavan was a ruthless chieftain whose tribe Jived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and be lived underground. in battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
Trade Log
Show
☐ (UC/AT) Bracers of Archery
uncommon
DDEP10-01 Terror in Ten Towns
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
☐ (UC/AT) Gauntlets of Ogre Power
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
☐ (UC/AT) Ilmater’s Bleeding Heart (Periapt of Wound Closure)
uncommon
CCC-GHC-BK1-08 The Hunt for Cutter Jack
CCC-GHC-BK1-08 The Hunt for Cutter Jack
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.
☐ (UC/AT) Ring of Jumping
uncommon
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
☐ (UC/AT) Ring of Mind Shielding
uncommon
FR-DC-TGT-01 Kobolds Are The Worst Guests!
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Delver. While wearing this ring underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
(Soul of a bitter, gloomy duergar that wanted to take over the world with its evil machinery)
☐ (UC/AT) Stone of Good Luck
uncommon
Trade Log
Show
☐ (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"
DDHC
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.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Slumbering Dragon Vessel | uncommon | DDHC-DD-02 Baker's Doesn't | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid. As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours. |
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| Talking Doll | common | WBW-DC-JOQ-04 Vanishing the Lady | Show | |||
|
Notes:
Wonderous Item, common (Requires Attunement) While this stuffed doll is within 5 feet of you, you can spend The doll’s name is “Zoe Grimalda” which is a name of This item was stolen from The Tall Man. If you possess |
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| ☐ (UC/AT) +1 Rod of The Pact Keeper | uncommon | Season 11 Player's Guide | Trade Log | Show | ||
|
Notes:
Rod, uncommon (+1) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity. 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. |
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| 🗹 (UC/AT) Blood Spear | uncommon | DDHC Curse of Strahd | Assign Service Reward | Show | ||
|
Notes:
Weapon (spear), uncommon (requires attunement) Kavan was a ruthless chieftain whose tribe Jived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and be lived underground. in battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. |
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| ☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Trade Log | Show | ||
| ☐ (UC/AT) Bracers of Archery | uncommon | DDEP10-01 Terror in Ten Towns | DDEP10-01 Terror in Ten Towns | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
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| ☐ (UC/AT) Gauntlets of Ogre Power | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. |
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| ☐ (UC/AT) Ilmater’s Bleeding Heart (Periapt of Wound Closure) | uncommon | CCC-GHC-BK1-08 The Hunt for Cutter Jack | CCC-GHC-BK1-08 The Hunt for Cutter Jack | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest. This item is found in the Dungeon Master’s Guide. |
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| ☐ (UC/AT) Ring of Jumping | uncommon | DDHC-KftGV-03 Reach for the Stars | Show | |||
|
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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| ☐ (UC/AT) Ring of Mind Shielding | uncommon | FR-DC-TGT-01 Kobolds Are The Worst Guests! | Show | |||
|
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. Delver. While wearing this ring underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. (Soul of a bitter, gloomy duergar that wanted to take over the world with its evil machinery) |
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| ☐ (UC/AT) Stone of Good Luck | uncommon | Trade Log | Show | |||
| ☐ (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. |
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| ☐ (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.
|
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| (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. |
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| ☐ (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. |
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| ☐ (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. |
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| ☐ (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. |
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| ☐ (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. |
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| ☐ (UC) Goggles of Night | uncommon | DDHC00-DoIP Dragon of Icespire Peak "Mountain Toe's Goldmine" | DDHC | 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. |
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| ☐ (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. |
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