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.
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.
🗹 (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.
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
Talking Doll
common
WBW-DC-JOQ-04 Vanishing the Lady
Show
Notes:
Wonderous Item, common (Requires Attunement)
While this stuffed doll is within 5 feet of you, you can spend
a short rest telling it to say up to six phrases, none of which
can be more than six words long and set a condition under
which the doll speaks each phrase. You can also replace old
phrases with new ones. Whatever the condition, it must
occur within 5 feet of the doll to make it speak. For
example, whenever someone picks up the doll, it might say,
"I want a piece of candy." The doll's phrases are lost when
your attunement to the doll ends. This item is found in
Xanathar’s Guide to Everything.
The doll’s name is “Zoe Grimalda” which is a name of
great importance in Joquiet and therefore any creature in
possession of this doll has 5 more reputation than normal.
This trait only functions while within the domain of delight
of Joquiet.
This item was stolen from The Tall Man. If you possess
this item while in an adventure taking place in Joquiet, you
owe The Tall Man a favor, and he has the right to curse you
if you do not comply.
☐ (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.
🗹 (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
☐ (UC/AT) Bracers of Archery
uncommon
DDEP10-01 Terror in Ten Towns
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
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. |
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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) |
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☐ (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. |
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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) 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. |
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🗹 (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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🗹 (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. |
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🗹 (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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🗹 (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. |
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Feywild Shard | uncommon | WBW-DC-JOQ-04 Vanishing the Lady | Show | |||
Notes:
Wonderous Item, Uncommon (Requires Attunement by a This warm crystal glints with the sunset colors of the If you don't have the Wild Magic Sorcerous Origin, once This shard is a portion of the fey power of the dryad |
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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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☐ (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. |
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☐ (R) Greataxe +2 | rare | DDHC-TftYP-1 Forge of Fury | Show | |||
Talking Doll | common | WBW-DC-JOQ-04 Vanishing the Lady | Show | |||
Notes:
Wonderous Item, common (Requires Attunement) While this stuffed doll is within 5 feet of you, you can spend The doll’s name is “Zoe Grimalda” which is a name of This item was stolen from The Tall Man. If you possess |
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☐ (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. |
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🗹 (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. |
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☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Trade Log | Show | ||
☐ (UC/AT) Bracers of Archery | uncommon | DDEP10-01 Terror in Ten Towns | DDEP10-01 Terror in Ten Towns | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |