Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Ring of Evasion
rare
DDEX-1-3 Shadows over the Moonsea
DDEX-1-3 Shadows over the Moonsea
Show
Notes:
Ring of Evasion
Ring, Rare (Requires Attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.
Ring of Jumping
uncommon
DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Ring of Jumping
uncommon
DDAL05-10 Giant Diplomacy
DDAL05-10 Giant Diplomacy
Show
Notes:
Ring of Jumping
Ring, Uncommon (Requires Attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
Ring Of Swimming
uncommon
DAL05-06 Beneath the Fetid Chelimber
DAL05-06 Beneath the Fetid Chelimber
Show
Notes:
Ring Of Swimming
Ring, uncommon
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.
You have a swimming speed of 40 feet while wearing this ring.
Selûne's owl-eye glasses
unique
FR-DC-WCAG-4 An Inside Job
FR-DC-WCAG-4 An Inside Job
Show
Notes:
Selûne's owl-eye glasses
Wondrous item, unique
While wearing these glasses, as an action, you can instantaneously resummon a deceased, certed or Holiday Event vanity pet or mount that can be returned to life by the find familiar or find steed spells. Once returned to life, they have no new additions to the roles and abilities they had before death (for example, these glasses do not transform them into a familiar or steed). If you are not attuned to your glasses, that does not kill your pet.
https://files.d20.io/images/461018489/i_G-NH4EQoBskbjlOkaZQA/med.png?1760954787
The glasses can’t be used this way again until the next dawn.
Sentinel Shield
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
DDAL-DRW-INT-02 Watchers of the Trollclaws
Show
Notes:
Sentinel Shield
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.
Spider Staff
rare
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Spider Staff
Staff, rare (requires attunement by a Bard, Sorcerer, Warlock, or Wizard)
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Squallraider´s Jug of Plenty (Alchemy Jug)
uncommon
FR-DC-WCAG02-01 Mayhem in the Squallrider
FR-DC-WCAG02-01 Mayhem in the Squallrider
Show
Notes:
Squallraider´s Jug of Plenty (Alchemy Jug)
Wondrous Item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.
You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute.
The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
This item is found in the Dungeon Masters Guide.
Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds.
Butterflies and other harmless creatures might frolic in the item’s presence.
This souvenir jug is only available aboard Agrettanui and is typically sold to travelers at a hefty price. The cylindrical vessel is the size of a canteen and comes with a shoulder strap that lets one carry it with ease. A stylized image of the dragon turtle is emblazoned on its side, showing off to the world that the bearer has experienced the luxury voyage.
https://files.d20.io/images/429229363/sQDX2svXXIEO5gqMUq_h6Q/max.jpg?1739714178
Staff of Lightning and Thunder
very_rare
DDAL05-08 Durlag's Tower
Assignment 1. Season 50th Anniversary B
Show
Notes:
Staff of Lightning and Thunder
Staff, Very Rare (Requires Attunement)
This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire.
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.
Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.
Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.
Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
Trident of Fish Command
uncommon
Belohnung der Golden Vault: DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Trident of Fish Command
Weapon (Trident), Uncommon (Requires Attunement)
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Turtel Cloak (Cloak of the Manta Ray)
uncommon
FR-DC-WCAG-03 Fixing the Pearl Fissures
FR-DC-WCAG-03 Fixing the Pearl Fissures
Show
Notes:
Turtel Cloak (Cloak of the Manta Ray)
Wondrous Item, Uncommon (Requires Attunement)
"This cloak has a green turtle shell pattern and is magically infused so that the wearer can breathe underwater."
While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.
Wand of Magic Missiles
uncommon
DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Wand of Magic Missiles
uncommon
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Wand of Magic Missiles
Wand, Uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Web
uncommon
DDAL05-07 Chelimber's Decent
DDAL05-07 Chelimber's Decent
Show
Notes:
Wand of Web
Wand (arcane focus), 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.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Ring of Evasion | rare | DDEX-1-3 Shadows over the Moonsea | DDEX-1-3 Shadows over the Moonsea | Show | ||
|
Notes:
Ring of Evasion This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead. |
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| Ring of Jumping | uncommon | DDHC-KftGV-03 Reach for the Stars | DDHC-KftGV-03 Reach for the Stars | Show | ||
|
Notes:
Ring of Jumping While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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| Ring of Jumping | uncommon | DDAL05-10 Giant Diplomacy | DDAL05-10 Giant Diplomacy | Show | ||
|
Notes:
Ring of Jumping While wearing this ring, you can cast Jump from it, but can target only yourself when you do so. |
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| Ring Of Swimming | uncommon | DAL05-06 Beneath the Fetid Chelimber | DAL05-06 Beneath the Fetid Chelimber | Show | ||
|
Notes:
Ring Of Swimming 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. You have a swimming speed of 40 feet while wearing this ring. |
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| Selûne's owl-eye glasses | unique | FR-DC-WCAG-4 An Inside Job | FR-DC-WCAG-4 An Inside Job | Show | ||
|
Notes:
Selûne's owl-eye glasses While wearing these glasses, as an action, you can instantaneously resummon a deceased, certed or Holiday Event vanity pet or mount that can be returned to life by the find familiar or find steed spells. Once returned to life, they have no new additions to the roles and abilities they had before death (for example, these glasses do not transform them into a familiar or steed). If you are not attuned to your glasses, that does not kill your pet. https://files.d20.io/images/461018489/i_G-NH4EQoBskbjlOkaZQA/med.png?1760954787 The glasses can’t be used this way again until the next dawn. |
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| Sentinel Shield | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | ||
|
Notes:
Sentinel Shield 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. |
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| Spider Staff | rare | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
|
Notes:
Spider Staff The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. |
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| Squallraider´s Jug of Plenty (Alchemy Jug) | uncommon | FR-DC-WCAG02-01 Mayhem in the Squallrider | FR-DC-WCAG02-01 Mayhem in the Squallrider | Show | ||
|
Notes:
Squallraider´s Jug of Plenty (Alchemy Jug) This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty. This item is found in the Dungeon Masters Guide. Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. This souvenir jug is only available aboard Agrettanui and is typically sold to travelers at a hefty price. The cylindrical vessel is the size of a canteen and comes with a shoulder strap that lets one carry it with ease. A stylized image of the dragon turtle is emblazoned on its side, showing off to the world that the bearer has experienced the luxury voyage. https://files.d20.io/images/429229363/sQDX2svXXIEO5gqMUq_h6Q/max.jpg?1739714178 |
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| Staff of Lightning and Thunder | very_rare | DDAL05-08 Durlag's Tower | Assignment 1. Season 50th Anniversary B | Show | ||
|
Notes:
Staff of Lightning and Thunder This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire. This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. |
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| Trident of Fish Command | uncommon | Belohnung der Golden Vault: DDHC-KftGV-03 Reach for the Stars | DDHC-KftGV-03 Reach for the Stars | Show | ||
|
Notes:
Trident of Fish Command This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed. |
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| Turtel Cloak (Cloak of the Manta Ray) | uncommon | FR-DC-WCAG-03 Fixing the Pearl Fissures | FR-DC-WCAG-03 Fixing the Pearl Fissures | Show | ||
|
Notes:
Turtel Cloak (Cloak of the Manta Ray) "This cloak has a green turtle shell pattern and is magically infused so that the wearer can breathe underwater." While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet. |
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| Wand of Magic Missiles | uncommon | DDHC-KftGV-03 Reach for the Stars | DDHC-KftGV-03 Reach for the Stars | Show | ||
|
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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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| Wand of Magic Missiles | uncommon | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
|
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| Wand of Web | uncommon | DDAL05-07 Chelimber's Decent | DDAL05-07 Chelimber's Decent | Show | ||
|
Notes:
Wand of Web 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. |
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