Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
🗹 (UC) Amulet of the Devout +1
uncommon
AL Players Guide
Creation
Show
Notes:
Wondrous item, uncommon (+1), 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.
🗹 (R/AT) Wand of viscid globs
rare
DDHC-OotA Out of the Abyss
Assign Service
Show
Notes:
Wand, rare (requires attunement)
Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
☐ (UC) Deck of Illusions
uncommon
CCC-BFG 01-02 Secrets of the Moon
CCC-BFG 01-02 Secrets of the Moon
Show
Notes:
Deck of Illusions
Wonderous Item, uncommon
This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it.
Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again.
This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at.
Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect.
Roll 1d23
Playing Card Illusion
1
King of hearts Knight and four guards
2
Ten of hearts Cloud Giant
3
Nine of hearts Ettin
4
Ace of diamonds Beholder
5
King of diamonds Archmage and mage Apprentice
6
Queen of diamonds Night Hag
7
Jack of diamonds Assassin
8
Ten of diamonds Fire giant
9
Eight of diamonds Gnoll
10
Jokers (2) You (the deck's owner)
11
Ace of spades Lich
12
King of spades Priest and two acolytes
13
Jack of spades Veteran
14
Ten of spades Frost Giant
15
Nine of spades Troll
16
Eight of spades Hobgoblin
17
Two of spades Goblin
18
Ace of clubs Iron Golem
19
King of clubs Bandit Captain and three bandits
20
Queen of clubs Erinyes
21
Nine of clubs Ogre
22
Eight of clubs Orc
23
Two of clubs Kobold
☐ (UC/AT) Wand of Web
uncommon
CCC-UNITE-05 House of Moonlight
CCC-UNITE-05 House of Moonlight
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.
☐ (C/AT) Amarantha’s Heart (Dark Shard Amulet)
common
CCC-TAROT- 01-07 The Seat of the Ruler
Trade Log
Show
Notes:
Wondrous Item, common (requires attunement by a warlock)
While you are wearing it, you gain the following benefits:
• You can use the amulet as a spellcasting focus for your warlock spells
• You can try to cast a cantrip you don’t know. The cantrip must be on the warlock 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.
This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain.
This item can be found in the Xanathar’s Guide to Everything.
🏲 (U) Blessing of Protection
unique
DDHC-TYP - White Plume Mountain
Show
☐ (UC) Googles of the Night
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Ring of Protection
rare
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Armor of Vulnerability (Slashing)
rare
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
Show
🗹 (R/AT) Ring of Spell Storing
rare
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (R) Chain Mail +1
rare
DDHC-TYP - White Plume Mountain
Show
🗹 (R/AT) necklace of prayer beads (3, 10, 12, 15, 15, 20)
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous item, rare (requires Attunement by a Cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure Wounds (2nd level) or Lesser Restoration
13-16 Favor Greater Restoration
17-18 Smiting Branding Smite
19 Summons Planar Ally
20 Wind walking Wind Walk
🗹 (C) Cloak of Many Fashions
common
SJ-DC-AMAK-01: You better watch out
SJ-DC-AMAK-01: You better watch out
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.
🗹 (R) Figurine of Wondrous Power (Ebony Fly)
rare
SJ-DC-AMAK-01: You better watch out
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Wondrous Item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
🗹 (VR) Tome of Understanding
very_rare
Season 12 Service Rewards
Assign Service Reward
Show
Notes:
Wondrous Item, very rare
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ (UC) Dust of Dissappearance (Consumeable)
uncommon
SJ-DC-AMAK-03: The Feast of the Devoured
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
Wondrous Item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
🗹 (C) Tankard of Sobriety
common
SJ-DC-AMAK-03: The Feast of the Devoured
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
Wondrous Item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
☐ (R) Muttering Morning (Morningstar +2)
rare
SJ-DC-AMAK-03: The Feast of the Devoured
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
weapon, rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
Name | Rarity | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|
🗹 (UC) Amulet of the Devout +1 | uncommon | AL Players Guide | Creation | Show | ||
Notes:
Wondrous item, uncommon (+1), 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. |
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🗹 (R/AT) Wand of viscid globs | rare | DDHC-OotA Out of the Abyss | Assign Service | Show | ||
Notes:
Wand, rare (requires attunement) |
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☐ (UC) Deck of Illusions | uncommon | CCC-BFG 01-02 Secrets of the Moon | CCC-BFG 01-02 Secrets of the Moon | Show | ||
Notes:
Deck of Illusions This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again. This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at. Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect. Roll 1d23 |
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☐ (UC/AT) Wand of Web | uncommon | CCC-UNITE-05 House of Moonlight | CCC-UNITE-05 House of Moonlight | Show | ||
Notes:
Wand, uncommon (requires attunement by a Spellcaster) 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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☐ (C/AT) Amarantha’s Heart (Dark Shard Amulet) | common | CCC-TAROT- 01-07 The Seat of the Ruler | Trade Log | Show | ||
Notes:
Wondrous Item, common (requires attunement by a warlock) While you are wearing it, you gain the following benefits: • You can use the amulet as a spellcasting focus for your warlock spells • You can try to cast a cantrip you don’t know. The cantrip must be on the warlock 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. This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain. This item can be found in the Xanathar’s Guide to Everything. |
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🏲 (U) Blessing of Protection | unique | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC) Googles of the Night | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Ring of Protection | rare | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Armor of Vulnerability (Slashing) | rare | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
🗹 (R/AT) Ring of Spell Storing | rare | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R) Chain Mail +1 | rare | DDHC-TYP - White Plume Mountain | Show | |||
🗹 (R/AT) necklace of prayer beads (3, 10, 12, 15, 15, 20) | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Wondrous item, rare (requires Attunement by a Cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell |
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🗹 (C) Cloak of Many Fashions | common | SJ-DC-AMAK-01: You better watch out | SJ-DC-AMAK-01: You better watch out | 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. |
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🗹 (R) Figurine of Wondrous Power (Ebony Fly) | rare | SJ-DC-AMAK-01: You better watch out | SJ-DC-AMAK-01: You better watch out | Show | ||
Notes:
Wondrous Item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. |
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🗹 (VR) Tome of Understanding | very_rare | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Wondrous Item, very rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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☐ (UC) Dust of Dissappearance (Consumeable) | uncommon | SJ-DC-AMAK-03: The Feast of the Devoured | SJ-DC-AMAK-03: The Feast of the Devoured | Show | ||
Notes:
Wondrous Item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. |
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🗹 (C) Tankard of Sobriety | common | SJ-DC-AMAK-03: The Feast of the Devoured | SJ-DC-AMAK-03: The Feast of the Devoured | Show | ||
Notes:
Wondrous Item, common This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. |
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☐ (R) Muttering Morning (Morningstar +2) | rare | SJ-DC-AMAK-03: The Feast of the Devoured | SJ-DC-AMAK-03: The Feast of the Devoured | Show | ||
Notes:
weapon, rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. |