Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Saddle of the cavalier uncommon Award CCC-GHC-BK2-01 Shadow at Rith Keep Show
Notes:

Saddle of the cavalier
Wondrous item, uncommon, table C

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

This item can be found in the Dungeon Master’s Guide.

Ordine Sage’s Robes (Robe of Useful Items) uncommon CCC-TAROT-0101 Awakening of Fates CCC-TAROT-0101 Awakening of Fates Show
Notes:

Ordine Sage’s Robes (Robe of Useful Items)
Wondrous Item, uncommon

This Robe of Useful Items has silk patches of various shapes 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.

It has patches for the following:

• a dagger

• steel mirror

• 10 ft. pole

• 50 ft. hempen rope

• a riding horse (mechanical in nature, otherwise the same)

• 4 potions of healing

• a 1st level spell scroll

• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.

Shield of the Moon uncommon CCC-TAROT-0102 By the Light of the Moon CCC-TAROT-0102 By the Light of the Moon Show
Notes:

Shield of the Moon

Wondrous Item, uncommon

This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide.

Ward of the Martyr uncommon CCC-TAROT-0103 A Martyred Heart CCC-TAROT-0103 A Martyred Heart Show
Notes:

Ward of the Martyr

Wondrous Item, uncommon

This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol.

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

Torag’s Hammer uncommon CCC-TAROT-0104 TangledWoods CCC-TAROT-0104 TangledWoods Show
Notes:

Torag’s Hammer

Weapon (warhammer), uncommon

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

Torag “crafted” this magical warhammer from the thighbone of the biggest, meanest troll to assail Goldenfields in recent memory.

Those who wield it swear the weapon feeds on gore, growing slightly larger after every bloody encounter. Measurements don’t support this belief. However, Torag’s Hammer is always uncannily clean…

This item can be found in the Dungeon Master’s Guide.

Moon Strike, Short Bow +1 uncommon CCC-TAROT- 01-06 Lies in the Moonlight CCC-TAROT- 01-06 Lies in the Moonlight Show
Notes:

Moon Strike, Short Bow +1
Weapon, Short Bow, Uncommon

You have a +1 bonus to Attack and Damage Rolls made with this weapon.

This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target.

See the full description of this item, which can be found in the Dungeon Masters Guide.

Staff of Birdcalls common Award Trade Log Show
Notes:

Staff of Birdcalls
This Wooden staff is decorated with bird carvings. It has 10 Charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following Sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.

The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Thenturian Circlet (Circlet of Blasting) uncommon CCC-TAROT- 01-07 The Seat of the Ruler CCC-TAROT- 01-07 The Seat of the Ruler Show
Notes:

Thenturian Circlet (Circlet of Blasting)
Wondrous Item, uncommon

While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isn’t incapacitated. This circlet is very old – from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian. This item can be found in the Dungeon Master’s Guide.

Bloodwell Vial +1 uncommon Lvl 5 Item Chose CCC-TAROT- 01-07 The Seat of the Ruler Show
Notes:

Bloodwell Vial +1

Wondrous item, uncommon (requires attunement by a sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Bag of Beans rare SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em Show
Notes:

Bag of Beans
Wondrous item, rare, ½ lb.

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.

d100 Effect
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.
11-20 A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50 1d6 + 6 shriekers sprout.
51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70 A hungry bulette burrows up and attacks.
71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice.
00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.

Horn of Silent Alarm common SJ-DC-RTR-05 Cold, Darkness and Fire SJ-DC-RTR-05 Cold, Darkness and Fire Show
Notes:

Horn of Silent Alarm
Wondrous item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Minor Property: Delver

While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

"Ein Zwerg liebt die Dunkelheit der Minen, doch sollte er stets wissen, wo man die Sonne sehen kann."

  • Howar Kohlenquetscher
Chime of Opening rare DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders Show
Notes:

Chime of Opening
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.

Serpent's Fang rare DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders Show
Notes:

Serpent's Fang
Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Serpent Scale Armor uncommon DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders Show
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Serpent Scale Armor
Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Lantern of Revealing uncommon DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders Show
Notes:

Lantern of Revealing
Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Moon-Touched Shortsword common DDHC-WDH-03 Blue Alley Trade Log Show
Notes:

Moon-Touched Shortsword
Weapon (shortsword), common

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.

Wand of Fireballs rare SJ-DC-AFA-01 The Cold Gate Trade Log Show
Notes:

Wand of Fireballs
Wand, rare (requires attunement by a spellcaster) 1 lb.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.

Minor Property: Illusion

The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.

Ring Of Spell Storing rare DDAL04-08 The Broken One DDAL04-08 The Broken One Show
Notes:

Ring Of Spell Storing
Ring, rare (requires attunement)

The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains the Spell Remove Curse.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Silver Pan Flute (Instrument of Illusions) common CCC‐ODFC03‐01 Momentary Lapse of Reason Assignment 3. Season 13 (50?) Show
Notes:

Silver Pan Flute (Instrument of Illusions)
Wonderous Item, Common (Requires Attunement)

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot radius of the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
This item can be found in Xanathar’s Guide to Everything.

This silver pan flute is carved with the phases of the moon. Instead of butterflies, it produces images of Luna moths.

Shard of Snow Ice (Ioun Stone of Protection) rare WBW-DC-PHP-POLAR-01 WBW-DC-PHP-POLAR-01 Show
Notes:

Shard of Snow Ice (Ioun Stone of Protection)
Wondrous item rare (requires attunement)

Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.

The type of stone determines its rarity and effects.

Protection. You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
This small shard of everlasting crystal ice appears to be a chipped off fragment from the control crystal of Ermyar’s Tower.

In addition, this stone has the Temperate minor property: You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.