Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ (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) 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) 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) 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/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
☐ (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.
☐ (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) +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.
🗹 (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.
☐ (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.
🗹 (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) 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) 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) 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) 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/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 | ||
| ☐ (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 |
||||||
| ☐ (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) +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. |
||||||
| 🗹 (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 |
||||||
| ☐ (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) |
||||||
| 🗹 (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. |
||||||