Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
🗹 (R/AT) Shadowfell Shard rare Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a sorcerer)

This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. 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 momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.

☐ (R) Chain Mail +1 common DDHC-TYP - White Plume Mountain Show
☐ (R) Chime of Opening rare DDHC-CM-08 Sarah of Yellowcrest Manor Show
Notes:

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

(R) Folding Boat rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Command Word: "Shrimpkin"

(R) Iron Bands of Bilarro rare DDHC-CM-11 Zikran's Xephyrean Tome Show
Notes:

Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.

(R) Longtooth (Giant Slayer Shortsword) rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Weapon (shortsword), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.

The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.

(R) Periapt of Proof against Poison rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

☐ (UC/AT) Amulet of the Devout +1 uncommon AL Players Guide DDAL10-04 Cold Benevolence Show
Notes:

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

☐ (UC/AT) Boots of Striding and Springing common DDHC-TYP - White Plume Mountain Show
☐ (UC/AT) Stone of Good Luck common DDHC-TYP - White Plume Mountain Show
☐ (UC) Boots of Striding and Springing uncommon DDAL 10-03 Divining Evil DDAL 10-03 Divining Evil Show
Notes:

Wondrous item, uncommon (requires attunement)

The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.

(UC) Eyes of Minute Seeing uncommon Descent into the Lost Caverns of Tsojcanth 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.

☐ (UC) Goggles of Night uncommon DDAL 10-01 The Frozen North DDAL 10-01 The Frozen North Show
Notes:

Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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) Googles of the Night common DDHC-TYP - White Plume Mountain Show
☐ (UC) Robe of Useful Items uncommon DDAL10-04 Cold Benevolence DDAL10-04 Cold Benevolence Show
Notes:

Wondrous item, uncommon

This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality.

The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack
In addition, the robe has seven other patches.

The DM chooses the patches or determines them randomly.

55, 55, 58, 49, 52, 36, 75

01-08 Bag of 100 gp
09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself
23-30 10 gems worth 100 gp each
1x 31-44 Wooden ladder (24 feet long)
1x 45-51 A riding horse with saddle bags
4x 52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68 4 potions of healing
1x 69-75 Rowboat (12 feet long)
76-83 Spell scroll containing one spell of 1st to 3rd level
84-90 2 mastiff (Creature Statblock in Compendium)
91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-100 Portable ram

☐ (UC) Sending Stones uncommon DDAL 10-02 Gnashing Teeth DDAL 10-02 Gnashing Teeth Show
Notes:

Wondrous item, uncommon

These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin.

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it.

The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

☐ (VR/AT) Robe of Scintillating Colors very_rare DDHC-CM-08 Sarah of Yellowcrest Manor Show
Notes:

Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

(VR) Tasha's Creeping Keelboat very_rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.

The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.