Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ (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) Rapier +1 uncommon DDHC-TftYP-1 Forge of Fury Show
☐ (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) 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
🗹 (C) Moon-Touched Rapier of the Dark Tongue common CCC-UNITE-05 House of Moonlight Trade Log Show
Notes:

Weapon (rapier), common

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The bearer of this weapon can speak and understand Undercommon.

☐ (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.

🗹 (C) Clothes of Mending (Gleaming) common SJ-DC-RTR-PL-02 Stay Calm, Act Quickly SJ-DC-RTR-PL-02 Stay Calm, Act Quickly Show
Notes:

Wondrous item, common

This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.

Minor Property: Gleaming
This item never gets dirty.

🗹 (C) Hat of Vermin common CCC-TAROT- 01-05 The Lost Apprentice Trade Log Show
Notes:

Wondrous Item, common

This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.

☐ (C/AT) Charlatan’s Die common DDEP10-01 Terror in Ten Towns DDEP10-01 Terror in Ten Towns Show
Notes:

Wondrous item, common (requires attunement)

This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.

Whenever you roll this six-sided die, you can control which number it rolls.

While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.