Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ (R/AT) Velahr'Kerym (Flame Tongue Longsword)
rare
DDAL00-02D Echoes of the Weeping War
DDAL00-02D Echoes of the Weeping War
Show
Notes:
Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
☐ (UC) Decanter of Endless Water
uncommon
DDHC-KftGV-11 - Affair on the Concordant Express
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.
Ring of Mind Shielding
uncommon
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
☐ (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/AT) Stone of good Luck
uncommon
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Requires Attunement
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
🗹 (UC/AT) Auntie Sue’s Broom (...of Flying)
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it.
As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word.
☐ (UC/AT) Winged Boots
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
☐ (UC) Mithral Chain Mail
uncommon
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Armor (medium or heavy, but not hide), 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) Battleaxe +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
Show
☐ (UC) Boots of Elvenkind
uncommon
DDHC-DoSI Cursed Shipwreck
DDHC-DoSI Cursed Shipwreck
Show
Notes:
Wondrous Item, Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
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) Shield +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (UC) Driftglobe
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
Show
☐ (UC/AT) Stone of Good Luck (Luckstone)
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
Show
☐ (UC) Goggles of Night
uncommon
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
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) Gem of Brightness
uncommon
SJ-DC HIPS Hiding in Plain Sight
SJ-DC HIPS Hiding in Plain Sight
Show
Notes:
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
- The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
- The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
🗹 (C) Hat of Vermin
common
CCC-GHC-BK03-02 The Girl with the wet Nose
Trade Log
Show
Notes:
Wondrous Item, common
This hat 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 your choice of a bat, a frog, or a rat. 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.
🗹 (C) Moon-Touched Greatsword
common
DDAL-DRW-17 Expedition to the Supreme Forge
Trade Log
Show
Notes:
Weapon (Greatsword), Common
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.
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.
Spelljammer Suit (Cast-Off Half-Plate, Beacon)
common
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Armor (medium), common
You can doff this armor as an action.
This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck.
Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ (R/AT) Velahr'Kerym (Flame Tongue Longsword) | rare | DDAL00-02D Echoes of the Weeping War | DDAL00-02D Echoes of the Weeping War | Show | ||
|
Notes:
Weapon, rare (requires attunement) This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
||||||
| ☐ (UC) Decanter of Endless Water | uncommon | DDHC-KftGV-11 - Affair on the Concordant Express | 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. |
||||||
| Ring of Mind Shielding | uncommon | DDHC-JRC-06 Sins of Our Elders | Show | |||
|
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
||||||
| ☐ (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/AT) Stone of good Luck | uncommon | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. |
||||||
| 🗹 (UC/AT) Auntie Sue’s Broom (...of Flying) | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you. This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. |
||||||
| ☐ (UC/AT) Winged Boots | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. |
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| ☐ (UC) Mithral Chain Mail | uncommon | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
|
Notes:
Armor (medium or heavy, but not hide), 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) Battleaxe +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | Show | |||
| ☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
| ☐ (UC) Boots of Elvenkind | uncommon | DDHC-DoSI Cursed Shipwreck | DDHC-DoSI Cursed Shipwreck | Show | ||
|
Notes:
Wondrous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. |
||||||
| ☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) 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) Shield +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | Show | |||
| ☐ (UC) Driftglobe | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
| ☐ (UC/AT) Stone of Good Luck (Luckstone) | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
| ☐ (UC) Goggles of Night | uncommon | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
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) Gem of Brightness | uncommon | SJ-DC HIPS Hiding in Plain Sight | SJ-DC HIPS Hiding in Plain Sight | Show | ||
|
Notes:
Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. |
||||||
| 🗹 (C) Hat of Vermin | common | CCC-GHC-BK03-02 The Girl with the wet Nose | Trade Log | Show | ||
|
Notes:
Wondrous Item, common This hat 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 your choice of a bat, a frog, or a rat. 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. |
||||||
| 🗹 (C) Moon-Touched Greatsword | common | DDAL-DRW-17 Expedition to the Supreme Forge | Trade Log | Show | ||
|
Notes:
Weapon (Greatsword), Common The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere. 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. |
||||||
| Spelljammer Suit (Cast-Off Half-Plate, Beacon) | common | FR-DC-MIND Mindflayed Adventures | Show | |||
|
Notes:
Armor (medium), common You can doff this armor as an action. This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck. Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light. |
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