Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ (R/AT) Staff of Withering rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

☐ (R/AT) Ring of Protection rare DDHC-TYP - White Plume Mountain Show
☐ (R) Longbow +2 rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Weapon, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ (UC) Decanter of Endless Water uncommon CCC-ARCON01-03 Pharmacist Wanted CCC-ARCON01-03 Pharmacist Wanted Show
Notes:

Wondrous Item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn.

Choose from the following options:

"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
This item is found in Magic Item Table C in the Dungeon Master’s Guide.

Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike.

☐ (UC) Periapt of Health uncommon Season 11 Service Rewards Assign Service Reward Show
Notes:

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant.

☐ (UC) Sentinel Shield uncommon Trade Log 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.

Bracers of Archery uncommon DDAL-DRW-EP-03 When the Lights went out in Candlekeep Show
Notes:

Wondrous item, uncommon (requires attunement)

"These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden."

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.

Arrow-Catching Shield uncommon DDAL-DRW-EP-03 When the Lights went out in Candlekeep Show
Notes:

Shield (shield), rare (requires attunement)

"This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms."

You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.

Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.

☐ (UC/AT) Pearl of Power uncommon CCC-THENT01-01 Beneath The Surface CCC-THENT01-01 Beneath The Surface Show
Notes:

Wondrous item, uncommon (requires Attunement by a spellcaster)

While this pearl is on your person, you can use an action to speak this pearl’s Command word and regain one expended spell slot. If the expended slot was 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can’t be used again until the next dawn.

☐ (UC) Googles of the Night uncommon DDHC-TYP - White Plume Mountain Show
☐ (UC) Lantern of Revealing uncommon CCC-CONMAR 01-01 Helping Hands CCC-CONMAR 01-01 Helping Hands Show
Notes:

Wondrous item, uncommon

While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.

☐ (UC/AT) Boots of Striding and Springing uncommon DDHC-TYP - White Plume Mountain Show
☐ (UC/AT) Stone of Good Luck uncommon DDHC-TYP - White Plume Mountain Show
☐ (UC) Eyes of Minute Seeing uncommon DDHC-CM The Canopic Being Show
Notes:

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Lock of Trickery common FR-DC-TRIDEN-MYKE-06 Trials of Myth Nantar Show
Githyanki Earring (Ear Horn of Hearing) common FR-DC-BG The Flying Flame Show
Notes:

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.

Sentinel. This item glows faintly when aberrations are within 120 feet of it.

This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.**

🗹 (C) Horn of Silent Alarm common SJ-DC-AMAK-02: Enemy within SJ-DC-AMAK-02: Enemy within Show
Notes:

Wondrous Item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

🗹 (C) Clothes of mending (Guardian) common SJ-TBS-01 Duo Death Assign Service Reward 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.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

🗹 (C) Cloak of Many Fashions (Language: Deep Speech) common SJ-DC-DFA-01 Moonshot SJ-DC-DFA-01 Moonshot Show
Notes:

Wondrous item, common

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. This item is found in Xanathar’s Guide to Everything.

This cloak defaults to jet black leather with a stylized yellow hawk near the neck clasp. While wearing the cloak, the bearer can speak and understand Deep Speech.

☐ (C/AT) Periwinkles's hat of Piracy (Hat of Wizardry) common SJ-DC-DWR-03 Red Flag of Dread SJ-DC-DWR-03 Red Flag of Dread Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.