Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
☐ (UC) Spear +1
uncommon
Trade Log
Show
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ (UC) Immovable Rod
uncommon
CCC-RCC-01-02 The King of Thar
CCC-RCC-01-02 The King of Thar
Show
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
☐ (UC) Figurine of Wonderous Power (Serpentine Owl)
uncommon
CCC-SVH-01-01 Dawn of the Raven Lord
Trade Log
Show
Notes:
Wondrous Item, uncommon
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
This item is found on Magic Item Table G in the Dungeon Master’s Guide.
☐ (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) 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) Goggles of Night
uncommon
DDHC00-DoIP Dragon of Icespire Peak "Mountain Toe's Goldmine"
DDHC00-DoIP Dragon of Icespire Peak "Mountain Toe's Goldmine"
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) 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) Sentinel Shield
uncommon
DDAL-DRW-INT - 02 Watchers of the Trollclaws
DDAL-DRW-INT - 02 Watchers of the Trollclaws
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
☐ (UC) Ring of Swimming
uncommon
DDAL05-06 Beneath the Fetid Chelimer
DDAL05-06 Beneath the Fetid Chelimer
Show
Notes:
You have a Swimming speed of 40 feet while wearing this ring.
This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.
☐ (UC) Wand of Web
uncommon
DDAL05-07 Chelimers Descent
DDAL05-07 Chelimers Descent
Show
Notes:
Wand, uncommon (requires attunement by a spellcaster)
This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets. This wand has 7 charges.
While holding it, you can use an action to expend one of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6+1 charges daily at dawn. If you expend the wand’s last charge, roll a d20. 0n a 1, the wand crumbles into ashes and is destroyed.
🗹 (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) 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/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.
☐ (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.
🗹 (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.
☐ (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) Bag of Holding
uncommon
CCC-GLIP-01-02 Beneath Glip Dak
CCC-GLIP-01-02 Beneath Glip Dak
Show
Notes:
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 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.
Name | Rarity | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|
☐ (UC) Spear +1 | uncommon | Trade Log | Show | |||
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon. |
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☐ (UC) Immovable Rod | uncommon | CCC-RCC-01-02 The King of Thar | CCC-RCC-01-02 The King of Thar | Show | ||
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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☐ (UC) Figurine of Wonderous Power (Serpentine Owl) | uncommon | CCC-SVH-01-01 Dawn of the Raven Lord | Trade Log | Show | ||
Notes:
Wondrous Item, uncommon This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. This item is found on Magic Item Table G in the Dungeon Master’s Guide. |
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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) 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. |
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☐ (UC) Goggles of Night | uncommon | DDHC00-DoIP Dragon of Icespire Peak "Mountain Toe's Goldmine" | DDHC00-DoIP Dragon of Icespire Peak "Mountain Toe's Goldmine" | 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. |
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☐ (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. |
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☐ (UC) Sentinel Shield | uncommon | DDAL-DRW-INT - 02 Watchers of the Trollclaws | DDAL-DRW-INT - 02 Watchers of the Trollclaws | Show | ||
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
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☐ (UC) Ring of Swimming | uncommon | DDAL05-06 Beneath the Fetid Chelimer | DDAL05-06 Beneath the Fetid Chelimer | Show | ||
Notes:
You have a Swimming speed of 40 feet while wearing this ring. This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger. |
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☐ (UC) Wand of Web | uncommon | DDAL05-07 Chelimers Descent | DDAL05-07 Chelimers Descent | Show | ||
Notes:
Wand, uncommon (requires attunement by a spellcaster) This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets. This wand has 7 charges. |
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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) 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/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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☐ (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. |
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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) 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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☐ (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. This item is found in the Dungeon Master’s Guide. |
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☐ (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) |
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☐ (UC) Bag of Holding | uncommon | CCC-GLIP-01-02 Beneath Glip Dak | CCC-GLIP-01-02 Beneath Glip Dak | Show | ||
Notes:
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 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. |