Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ (UC) Wand of Magic Missiles
uncommon
DDHC-TftYP-1 Forge of Fury
Show
☐ (UC) Shield +1
uncommon
DDHC-TftYP-1 Forge of Fury
Show
☐ (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.
Longsword +1 (gleaming)
uncommon
DDEP1 Corruption in Kryptgarden
Show
Notes:
Melee weapon (martial, longsword), uncommon
This elegant blade gleams as though newly forged, never accumulating dirt or grime.
You have a +1 bonus to attack and damage rolls made with this weapon.
Gleaming: This elegant blade gleams as though newly forged, never accumulating dirt or grime.
Bracers of Archery
uncommon
DDAL05-02 The Black Road
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. (Temperate)
☐ (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/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) 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/AT) Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
Trade Log
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) 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) 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/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/AT) Stone of Good Luck
uncommon
Trade Log
Show
☐ (UC) Wind Fan
uncommon
DDAL04-05 The Seer
Show
Notes:
Wondrous item, uncommon
This fan is made of thin, brittle parchment glued over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and carries the sickly-sweet stench of rotting flesh. The fan can be used as a weapon; it is treated as a non-magical short sword (dealing slashing damage) when it is open, or as a non-magical club when it is closed.
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
☐ (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)
☐ (C) Boots of False Tracks
common
DDAL10-00 - Ice Road Trackers
Trade Log
Show
Notes:
Wondrous item, common
These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
☐ (C) Candle of the Deep
common
FR-DC-RAY-07 Green Lady's Lament
Trade Log
Show
Notes:
Wondrous item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Minor Property
Sentinel. This item glows faintly when Undead are within 120 feet of it.
🗹 (C) Rope of Mending (Guardian property)
common
SJ-DC-TBS-02 Infernal Immolators
Assign Service Reward
Show
Notes:
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ (UC) Wand of Magic Missiles | uncommon | DDHC-TftYP-1 Forge of Fury | Show | |||
☐ (UC) Shield +1 | uncommon | DDHC-TftYP-1 Forge of Fury | Show | |||
☐ (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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Longsword +1 (gleaming) | uncommon | DDEP1 Corruption in Kryptgarden | Show | |||
Notes:
Melee weapon (martial, longsword), uncommon This elegant blade gleams as though newly forged, never accumulating dirt or grime. You have a +1 bonus to attack and damage rolls made with this weapon. Gleaming: This elegant blade gleams as though newly forged, never accumulating dirt or grime. |
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Bracers of Archery | uncommon | DDAL05-02 The Black Road | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. (Temperate) |
||||||
☐ (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/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) 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 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: Minor Property: Strange Material (Ice) |
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☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Trade Log | 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 |
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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) 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. |
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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/AT) Stone of Good Luck | uncommon | Trade Log | Show | |||
☐ (UC) Wind Fan | uncommon | DDAL04-05 The Seer | Show | |||
Notes:
Wondrous item, uncommon This fan is made of thin, brittle parchment glued over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and carries the sickly-sweet stench of rotting flesh. The fan can be used as a weapon; it is treated as a non-magical short sword (dealing slashing damage) when it is open, or as a non-magical club when it is closed. While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. |
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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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☐ (C) Boots of False Tracks | common | DDAL10-00 - Ice Road Trackers | Trade Log | Show | ||
Notes:
Wondrous item, common These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. |
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☐ (C) Candle of the Deep | common | FR-DC-RAY-07 Green Lady's Lament | Trade Log | Show | ||
Notes:
Wondrous item, common The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. Minor Property |
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🗹 (C) Rope of Mending (Guardian property) | common | SJ-DC-TBS-02 Infernal Immolators | Assign Service Reward | Show | ||
Notes:
Wondrous item, common You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |