Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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.

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 don’t 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.

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 bell’s 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.

Boots of the Winterlands — Waterdeep Provenance uncommon DDAL-00-05 Winter's Splendor Show
Notes:

"These boots are said to originate in Waterdeep’s 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 city—practical, 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 Waterdeep’s 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 arch—visible only when the boots are turned upside down—are 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.

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)

☐ (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.

☐ (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) 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 can’t be used again until the next dawn.

🗹 (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) 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.

Confectioner’s Bag of Tricks (Bag of Tricks, Gray) uncommon DDHC-DD-02 Baker's Doesn't Show
Notes:

Wondrous item, uncommon

"A smudgy gray satchel smelling faintly of vanilla and toasted sugar. Inside, your fingers brush “fuzz” that’s actually cocoa-dusted gumdrops. When you take a Magic action to toss one, it pops mid-air with a soft sugar crack and lands as a candy critter. The creature is Friendly, acts after you, and follows the normal Bag of Tricks rules—only now it squeaks, snorts, and roars in deliciously sugary ways. When reduced to 0 HP or at the next dawn, each confection crumbles into glittering sprinkles and a warm whiff of bakery air."

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Summoning Cues & Table Presence

Sound: The throw lands with a soft pomf, then a quick crackling caramel as form takes shape.

Scent: A brief bloom of bakery—vanilla, cinnamon, or cocoa—matching the creature.

Vanishing: The candy critter bows, shakes off a halo of sprinkles, and collapses into sweet dust that tastes (to the imagination) of victory.

1d8 Creature
1 Weasel (taffy twist) - A stretchy stripe of saltwater taffy with licorice whiskers and sugar-pearl eyes. It elongates comically to squeeze through gaps, then snap-backs with a taffy squeak. Leaves tiny streaks of powdered sugar where it scampers.
2 Giant Rat (toffee & brittle) - Crunchy peanut brittle plates over a chewy toffee body; nibbling sounds like someone breaking a caramel shard. Its tail is red rope-licorice that flicks and sticks with static sugar. Smells faintly of roasted nuts.
3 Badger (chocolate-dipped) - Stout and glossy: milk-chocolate body with white-chocolate racing stripes and crushed-cookie “earth” on the paws. When it digs, cocoa powder mists the air like dust. Gives a grumbly truffle snurf.
4 Boar (nougat & candied tusks) - Honey-nougat muscles banded with almond slivers; rock-candy crystals sheath the tusks. It snorts warm cinnamon steam, and its hoofbeats clack like jars of sweets knocking together.
5 Panther (black licorice velvet) - A sleek statue of soft black licorice brushed with dark-chocolate sheen. It prowls in near silence save for the faint pull of licorice as muscles coil. When it pounces, a few midnight-sprinkles scatter like stars.
6 Giant Badger (brownie & sugar glass) - A heftier cousin made of fudgy brownie, armored with crackled sugar-glass plates. It tunnels with a crrriiick like snapping brittle; emerges dusted in confectioner’s sugar “soil.”
7 Dire Wolf (marshmallow core, candy-apple coat) - Pillowy marshmallow bulk under a hard, glossy candy-apple glaze veined with molasses. Its breath is wintergreen-cool, and its howl rises like a kettle coming to boil before a sharp toffee ping.
8 Giant Elk (spun-sugar majesty) - Caramel-amber body with flowing ribbons of butterscotch; vast antlers sculpted from spun sugar that catch the light like frost. Each step leaves delicate sugar-lace hoofprints that fade in moments.

🗹 (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.

Feywild Shard uncommon WBW-DC-JOQ-04 Vanishing the Lady Show
Notes:

Wonderous Item, Uncommon (Requires Attunement by a
Sorcerer)

This warm crystal glints with the sunset colors of the
Feywild sky and evokes whispers of emotional memory. As
an action, you can attach the shard to a Tiny object (such as
a weapon or a piece of jewelry) or detach it. It falls off if
your attunement to it ends. You can use the shard as a
spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you
are holding or wearing the shard, you can roll on the Wild
Magic Surge table in the Player's Handbook. If the result is a
spell, it is too wild to be affected by your Metamagic, and if
it normally requires concentration, it doesn't require
concentration in this case; the spell lasts for its full
duration.

If you don't have the Wild Magic Sorcerous Origin, once
this property is used to roll on the Wild Magic Surge table, it
can't be used again until the next dawn. This item is found
in Tasha’s Cauldron of Everything.

This shard is a portion of the fey power of the dryad
Quercus, who gained a great deal of power in the domain of
delight of Joquiet under the name of Zoe Grimalda. She
forsook this power for a simple life as a tree nymph once
again, and this shard represents the last vestige of Zoe
Grimalda’s power.

Lickety Splitter (+1 Greataxe) uncommon DDHC-DD-02 Baker's Doesn't Show
Notes:

Weapon (Greataxe), uncommon

Martial weapon, melee weapon
7 lb.

1d12 Slashing
Heavy, Two‑Handed
Mastery: Cleave
You have a +1 bonus to attack and damage rolls made with this magic weapon.

"A towering confectioner’s greataxe with cherry hard-candy blades rimmed in blue rock candy, a long striped cane haft wrapped in taffy, and a peppermint pommel. Each swing leaves a sparkle of sprinkles and a cool mint breeze—far sweeter than its bite."

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Found On: Armaments - Uncommon

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.

☐ (R/AT) Ring of Spell Storing rare DDHC-TftYP-1 Forge of Fury Show
☐ (R/AT) Ring of the Ram rare DDHC-CM-05 Shemshime's Bedtime Rhyme Show
Notes:

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

☐ (R) Greataxe +2 rare DDHC-TftYP-1 Forge of Fury Show