Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Ring of Mind Shielding
uncommon
DDAL08-04 - A Wrinkle in the Weave
DDAL08-04 - A Wrinkle in the Weave
Show
Notes:
Ring of Mind Shielding
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.
Goggles of Night
uncommon
DDAL08-02 - Beneath the City of the Dead
DDAL08-02 - Beneath the City of the Dead
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Notes:
Goggles of Night
Wondrous Item, uncommon
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.
This item is found on Magic Item Table B in the Dungeon Master’s Guide.
These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.
Wand of Secrets
uncommon
DDAL08-01 - The Map with No Names
DDAL08-01 - The Map with No Names
Show
Notes:
Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.
Instrument of the Bards: Macfuirmidh Cittern
uncommon
CCC-THENT01-03 The Dreaming Relic T1
Trade Log
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Notes:
Instrument of the Bards: Macfuirmidh Cittern
Wondrous item, uncommon (requires attunement)
This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern.
A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the cittern has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
The cittern can cast the following spells:
barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil.
Tentacle Rod
rare
CCC-GHC-BK1-03 - The Darkest Knight
CCC-GHC-BK1-03 - The Darkest Knight
Show
Notes:
Tentacle Rod
Rod, rare (requires attunement), Table G
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.
Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.
On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
Wand of Fireballs
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Wand of Fireballs
Wand, rare (requires attunement by a spellcaster)
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.
Moonsickel +2
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Moonsickel +2
Weapon (sickle), rare (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Earring of Message
common
BMG-DRWEP-OD-01 The Enemy of My Enemy
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Earring of Message
Wondrous Item, Common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
Eyes of Charming
uncommon
AMER-01 Asleep and Awake
Assignment 1 Season 11b
Show
Notes:
Eyes of Charming
Wondrous item, uncommon (requires attunement)
These Crystal lenses fit over the eyes. They have 3 Charges. While wearing them, you can expend 1 charge as an Action to cast the Charm Person spell (save DC 13) on a Humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended Charges daily at dawn.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Mind Shielding | uncommon | DDAL08-04 - A Wrinkle in the Weave | DDAL08-04 - A Wrinkle in the Weave | Show | ||
Notes:
Ring of Mind Shielding 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. |
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Goggles of Night | uncommon | DDAL08-02 - Beneath the City of the Dead | DDAL08-02 - Beneath the City of the Dead | Show | ||
Notes:
Goggles of Night This item is found on Magic Item Table B in the Dungeon Master’s Guide. These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal. |
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Wand of Secrets | uncommon | DDAL08-01 - The Map with No Names | DDAL08-01 - The Map with No Names | Show | ||
Notes:
Wand of Secrets By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle. |
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Instrument of the Bards: Macfuirmidh Cittern | uncommon | CCC-THENT01-03 The Dreaming Relic T1 | Trade Log | Show | ||
Notes:
Instrument of the Bards: Macfuirmidh Cittern This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the cittern has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. The cittern can cast the following spells: barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil. |
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Tentacle Rod | rare | CCC-GHC-BK1-03 - The Darkest Knight | CCC-GHC-BK1-03 - The Darkest Knight | Show | ||
Notes:
Tentacle Rod Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
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Wand of Fireballs | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
Wand of Fireballs 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. |
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Moonsickel +2 | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
Moonsickel +2 This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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Earring of Message | common | BMG-DRWEP-OD-01 The Enemy of My Enemy | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
Earring of Message The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn. |
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Eyes of Charming | uncommon | AMER-01 Asleep and Awake | Assignment 1 Season 11b | Show | ||
Notes:
Eyes of Charming These Crystal lenses fit over the eyes. They have 3 Charges. While wearing them, you can expend 1 charge as an Action to cast the Charm Person spell (save DC 13) on a Humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended Charges daily at dawn. |