Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
đš (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.
đš (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 Playerâs 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 isnât 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 Xanatharâs Guide to Everything.
đš (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.
đš (C) Clockwork Amulet
common
DDAL10-10 Burying the Past
Trade Log
Show
Notes:
Wondrous item, common
A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property canât be used again until the next dawn.
â (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.
â (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.
â (C/AT) Charlatanâs 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.
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 Masterâs 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)
Boots of the Winterlands â Waterdeep Provenance
uncommon
DDAL-00-05 Winter's Splendor
Show
Notes:
"These boots are said to originate in Waterdeepâs Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the cityâpractical, elegant, and made to endure."
"The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment."
"Inside, the boots are lined with snowermine fur, imported through Waterdeepâs port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine."
"The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner archâvisible only when the boots are turned upside downâare Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds."
Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
Bell of Silent Carols (Horn of Silent Alarm)
common
DDAL-00-05 Winter's Splendor
Show
Notes:
Wondrous Item, common
This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bellâs ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.
Baba Yaga's Dancing Broom
uncommon
DDHC-DD-02 Baker's Doesn't
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you donât have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.
Amulet of Health
rare
DDEP1 Corruption in Kryptgarden
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This amulet is made of gold, with a large ruby inset in it.
Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| đš (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. |
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| đš (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 Playerâs 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 isnât 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 Xanatharâs Guide to Everything. |
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| đš (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 |
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| đš (C) Clockwork Amulet | common | DDAL10-10 Burying the Past | Trade Log | Show | ||
|
Notes:
Wondrous item, common A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property canât be used again until the next dawn. |
||||||
| â (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 |
||||||
| â (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. |
||||||
| â (C/AT) Charlatanâs 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. |
||||||
| 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 Masterâs 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) |
||||||
| Boots of the Winterlands â Waterdeep Provenance | uncommon | DDAL-00-05 Winter's Splendor | Show | |||
|
Notes:
"These boots are said to originate in Waterdeepâs Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the cityâpractical, elegant, and made to endure." "The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment." "Inside, the boots are lined with snowermine fur, imported through Waterdeepâs port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine." "The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner archâvisible only when the boots are turned upside downâare Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds." Wondrous Item, Uncommon (Requires Attunement) |
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| Bell of Silent Carols (Horn of Silent Alarm) | common | DDAL-00-05 Winter's Splendor | Show | |||
|
Notes:
Wondrous Item, common This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bellâs ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn. |
||||||
| Baba Yaga's Dancing Broom | uncommon | DDHC-DD-02 Baker's Doesn't | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate. On your turn, you can mentally command the animated broom if it is within 30 feet of you and you donât have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them. |
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| Amulet of Health | rare | DDEP1 Corruption in Kryptgarden | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This amulet is made of gold, with a large ruby inset in it. Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. |
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