Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Boomerang Shield
common
Assignment 2. Season 50th Anniversary B
Assignment 2. Season 50th Anniversary B
Show
Notes:
Boomerang Shield
Armor (Shield), Uncommon (Requires Attunement)
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.
Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Pipe of Remembrances
common
FR-DC-WCAG-4 An Inside Job
FR-DC-WCAG-4 An Inside Job
Show
Notes:
Pipe of Remembrances
Wondrous item, common.
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.
Chultan Midwinter Candle (Candle of the Deep)
common
DDAL00-04 Winter's Flame
DDAL00-04 Winter's Flame
Show
Notes:
Chultan Midwinter Candle (Candle of the Deep)
Wondrous Item, Common
The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.
A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would.
Flurried Furs (Smoldering Studded Leather Armor)
common
DDAL00-04 Winter's Flame
DDAL00-04 Winter's Flame
Show
Notes:
Flurried Furs (Smoldering Studded Leather Armor)
Armor (Light), Common
Wisps of harmless, odorless smoke rise from this armor while it is worn.
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. This item can be found in the Dungeon Master's Guide (2024).
Mask of Many Fasihons (Cloak of Many Fasihons)
common
FR-DC-WCAG-03 Fixing the Pearl Fissures
FR-DC-WCAG-03 Fixing the Pearl Fissures
Show
Notes:
Mask of Many Fasihons (Cloak of Many Fasihons)
Wondrous item, common
"These theater masks usually have the appearance of a scowling or happy face but can turn into any mask the wearer desires. Perfect for your next performance on stage! In addition the masks are magically enhanced so that your voice can be heard even by the viewers that are far far away from stage."
While wearing this mask, you can use a bonus action to change the style, color, and apparent quality of it. The masks weight doesn't change. Regardless of its appearance, the mask can't be anything but a mask. Although it can duplicate the appearance of other magic masks, it doesn't gain their magical properties.
Minor Property: War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Charlatan's Die
common
FR-DC-WCAG-4 An Inside Job
FR-DC-WCAG-4 An Inside Job
Show
Notes:
Charlatan's Die
Wondrous item, common (requires attunement)
Whenever you roll this six-sided die, you can control which number it rolls.
Guardian Property: +2 Initiative
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.
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.
Brooch of Shielding
uncommon
DDAL05-03 Uninvited Guests
DDAL05-03 Uninvited Guests
Show
Notes:
Brooch of Shielding
Wondrous Item, Uncommon (Requires Attunement)
While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.
This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were.
Goggles of Night
uncommon
DDHC0-DoIP-10 Mountain's Toe Gold Mine
DDHC0-DoIP-10 Mountain's Toe Gold Mine
Show
Notes:
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
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.
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.
Boots of Striding and Springing
uncommon
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
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.
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.
Gauntlets of Ogre Power
uncommon
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Gauntlets of Ogre Power
Wondrous Item, Uncommon (Requires Attunement)
While you wear these gauntlets, your Strength becomes 19. If your Strength is already 19 or higher, the gauntlets have no effect on you.
Emerald Pen
uncommon
FR-DC-WCAG-02 Murder all the Way Down
FR-DC-WCAG-02 Murder all the Way Down
Show
Notes:
Emerald Pen
Wondrous Item, uncommon
"This pen is a Aggretanui collectible and has a cute sea turtle pen cap. It writes in a jade green color and refills itself magically."
This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast Illusory Script at will, requiring no material components. This item is found in Fizban’s Treasury of Dragons.
Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
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.
Lightbringer (Mace +1)
uncommon
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Lightbringer (Mace +1)
Weapon (Mace), Uncommon
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures
Javelin of Lightning “Rrakkma’s Smite”
uncommon
SJ-DC-Flumph-01 Flurry of Flumphs
Trade Log
Show
Notes:
Javelin of Lightning “Rrakkma’s Smite”
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dungeon Master's Guide, p. 178
“This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’”
Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Boomerang Shield | common | Assignment 2. Season 50th Anniversary B | Assignment 2. Season 50th Anniversary B | Show | ||
|
Notes:
Boomerang Shield You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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| Pipe of Remembrances | common | FR-DC-WCAG-4 An Inside Job | FR-DC-WCAG-4 An Inside Job | Show | ||
|
Notes:
Pipe of Remembrances This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn. |
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| Chultan Midwinter Candle (Candle of the Deep) | common | DDAL00-04 Winter's Flame | DDAL00-04 Winter's Flame | Show | ||
|
Notes:
Chultan Midwinter Candle (Candle of the Deep) The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle. A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would. |
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| Flurried Furs (Smoldering Studded Leather Armor) | common | DDAL00-04 Winter's Flame | DDAL00-04 Winter's Flame | Show | ||
|
Notes:
Flurried Furs (Smoldering Studded Leather Armor) Wisps of harmless, odorless smoke rise from this armor while it is worn. As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. This item can be found in the Dungeon Master's Guide (2024). |
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| Mask of Many Fasihons (Cloak of Many Fasihons) | common | FR-DC-WCAG-03 Fixing the Pearl Fissures | FR-DC-WCAG-03 Fixing the Pearl Fissures | Show | ||
|
Notes:
Mask of Many Fasihons (Cloak of Many Fasihons) "These theater masks usually have the appearance of a scowling or happy face but can turn into any mask the wearer desires. Perfect for your next performance on stage! In addition the masks are magically enhanced so that your voice can be heard even by the viewers that are far far away from stage." While wearing this mask, you can use a bonus action to change the style, color, and apparent quality of it. The masks weight doesn't change. Regardless of its appearance, the mask can't be anything but a mask. Although it can duplicate the appearance of other magic masks, it doesn't gain their magical properties. Minor Property: War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. |
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| Charlatan's Die | common | FR-DC-WCAG-4 An Inside Job | FR-DC-WCAG-4 An Inside Job | Show | ||
|
Notes:
Charlatan's Die Whenever you roll this six-sided die, you can control which number it rolls. Guardian Property: +2 Initiative |
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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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| 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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| Brooch of Shielding | uncommon | DDAL05-03 Uninvited Guests | DDAL05-03 Uninvited Guests | Show | ||
|
Notes:
Brooch of Shielding While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell. This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were. |
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| Goggles of Night | uncommon | DDHC0-DoIP-10 Mountain's Toe Gold Mine | DDHC0-DoIP-10 Mountain's Toe Gold Mine | Show | ||
|
Notes:
Goggles of Night While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. |
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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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| 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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| Boots of Striding and Springing | uncommon | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
|
Notes:
Boots of Striding and Springing While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
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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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| 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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| Gauntlets of Ogre Power | uncommon | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
|
Notes:
Gauntlets of Ogre Power While you wear these gauntlets, your Strength becomes 19. If your Strength is already 19 or higher, the gauntlets have no effect on you. |
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| Emerald Pen | uncommon | FR-DC-WCAG-02 Murder all the Way Down | FR-DC-WCAG-02 Murder all the Way Down | Show | ||
|
Notes:
Emerald Pen "This pen is a Aggretanui collectible and has a cute sea turtle pen cap. It writes in a jade green color and refills itself magically." This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast Illusory Script at will, requiring no material components. This item is found in Fizban’s Treasury of Dragons. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. |
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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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| Lightbringer (Mace +1) | uncommon | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
|
Notes:
Lightbringer (Mace +1) This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures |
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| Javelin of Lightning “Rrakkma’s Smite” | uncommon | SJ-DC-Flumph-01 Flurry of Flumphs | Trade Log | Show | ||
|
Notes:
Javelin of Lightning “Rrakkma’s Smite” This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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