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.