Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Rope of Mending
common
FR-DC-FET-01 Vatras Besieged
FR-DC-FET-01 Vatras Besieged
Show
Notes:
Rope of Mending
Wondrous Item, Common
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Chest of Preserving
common
FR-DC-FET-02 Vatras Abyss
FR-DC-FET-02 Vatras Abyss
Show
Notes:
Chest of Preserving
Wondrous Item, Common
This chest was used by Clauthya to store the Memories of her victims.
https://files.d20.io/images/428717567/PmiUT8HS41UKDCjnyCD-dQ/max.jpg?1739389254
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
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.
Javelin of Lightning
uncommon
DDAL08-05 - The Hero of the Troll Wars
DDAL08-05 - The Hero of the Troll Wars
Show
Notes:
Javelin of Lightning
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. This item is found on Magic Item Table F in the Dungeon Master’sGuide.
This javelin glows an angry red when within 120 feet of a troll.
Cloak of Protection
uncommon
DDAL08-06 - Purging the Blood
DDAL08-06 - Purging the Blood
Show
Notes:
Cloak of Protection
Wondrous Item, uncommon (requires attunment)
You gain a +1 bonus to AC and saving throws while you wear this cloak. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
While wearing this dark red cape, your skin takes on a deathly pallor.
Belly Dance Belt (Rhythm-Maker's Drum +1)
uncommon
lvl 5 Magic Item Chose
DDAL08-06 - Purging the Blood
Show
Notes:
Belly Dance Belt (Rhythm-Maker's Drum +1)
Wondrous item, uncommon (requires Attunement by a bard)
This reddish-gold fabric belt consists of a series of gold coins embossed with Calimshan and Anchoron as well as various toning bells.
While holding this drum, you gain a +1 bonus to spell Attack rolls and to the saving throw DCs of your bard Spells.
As an Action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Instrument of the Bards: Macfuirmidh Cittern
uncommon
CCC-THENT01-03 The Dreaming Relic T1
Trade Log
Show
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.
Pearl of Power
uncommon
DDHC00-GSM-03 Danger at Dunwater
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Pearl of Power
Wondrous item, major tier, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
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.
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.
Serpent Scale Armor
uncommon
DDHC-CM Book of Cylinders
DDHC-CM Book of Cylinders
Show
Notes:
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.
Helm of Underwater Action
uncommon
DDHC00-GSM-03 Danger at Dunwater
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Helm of Underwater Action
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
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.
Headband of Intellect
uncommon
DDHC00-GSM-04 Salvage Operation
DDHC00-GSM-04 Salvage Operation
Show
Notes:
Headband of Intellect
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.
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
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.
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.
Grûmsh Bryndrak (Glaive +2)
rare
FR-DC-FET-02 Vatras Abyss
FR-DC-FET-02 Vatras Abyss
Show
Notes:
Grûmsh Bryndrak (Glaive +2)
Weapon (Glaive), Rare
Grûmsh Bryndrak was the weapon of the powerful death giant “Clauthya”. Sent by the Raven Queen to capture the memories of a powerful enemy, she did not expect the intervention of a brave group of adventurers. Grûmsh Bryndrak is made up of the words Grûmsh (meaning the reaper or the reaper's blade) and Bryndrak (the shining one). It is a 7 foot long weapon with a dark blade attached to the end. A weapon whose power would be worthy of the Reaper himself.
https://files.d20.io/images/428307646/dCr50ws1P7hSvapwtsSvpA/med.jpg?1739116947
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light.
Mace of Smiting
rare
DDAL08-07 - Into the Dark
DDAL08-07 - Into the Dark
Show
Notes:
Mace of Smiting
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
This head of the mace of smiting features an angry dwarven face. The ghost of Reizzlerum Caskview still maintains a connection to the weapon, causing the owner to gain an unending thirst for good ale. As the owner becomes intoxicated, the face on the mace shifts to appear more drunkenly joyful. The longer the owner goes without a drink, the angrier the face appears.
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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Rope of Mending | common | FR-DC-FET-01 Vatras Besieged | FR-DC-FET-01 Vatras Besieged | Show | ||
Notes:
Rope of Mending This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
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Chest of Preserving | common | FR-DC-FET-02 Vatras Abyss | FR-DC-FET-02 Vatras Abyss | Show | ||
Notes:
Chest of Preserving This chest was used by Clauthya to store the Memories of her victims. This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
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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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Javelin of Lightning | uncommon | DDAL08-05 - The Hero of the Troll Wars | DDAL08-05 - The Hero of the Troll Wars | Show | ||
Notes:
Javelin of Lightning This javelin glows an angry red when within 120 feet of a troll. |
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Cloak of Protection | uncommon | DDAL08-06 - Purging the Blood | DDAL08-06 - Purging the Blood | Show | ||
Notes:
Cloak of Protection While wearing this dark red cape, your skin takes on a deathly pallor. |
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Belly Dance Belt (Rhythm-Maker's Drum +1) | uncommon | lvl 5 Magic Item Chose | DDAL08-06 - Purging the Blood | Show | ||
Notes:
Belly Dance Belt (Rhythm-Maker's Drum +1) This reddish-gold fabric belt consists of a series of gold coins embossed with Calimshan and Anchoron as well as various toning bells. While holding this drum, you gain a +1 bonus to spell Attack rolls and to the saving throw DCs of your bard Spells. As an Action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. |
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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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Pearl of Power | uncommon | DDHC00-GSM-03 Danger at Dunwater | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Pearl of Power While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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Lantern of Revealing | uncommon | DDHC-CM Book of Cylinders | DDHC-CM Book of Cylinders | Show | ||
Notes:
Lantern of Revealing 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. |
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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. |
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Serpent Scale Armor | uncommon | DDHC-CM Book of Cylinders | DDHC-CM Book of Cylinders | Show | ||
Notes:
Serpent Scale Armor 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. |
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Helm of Underwater Action | uncommon | DDHC00-GSM-03 Danger at Dunwater | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Helm of Underwater Action While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
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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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Headband of Intellect | uncommon | DDHC00-GSM-04 Salvage Operation | DDHC00-GSM-04 Salvage Operation | Show | ||
Notes:
Headband of Intellect |
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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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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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Grûmsh Bryndrak (Glaive +2) | rare | FR-DC-FET-02 Vatras Abyss | FR-DC-FET-02 Vatras Abyss | Show | ||
Notes:
Grûmsh Bryndrak (Glaive +2) Grûmsh Bryndrak was the weapon of the powerful death giant “Clauthya”. Sent by the Raven Queen to capture the memories of a powerful enemy, she did not expect the intervention of a brave group of adventurers. Grûmsh Bryndrak is made up of the words Grûmsh (meaning the reaper or the reaper's blade) and Bryndrak (the shining one). It is a 7 foot long weapon with a dark blade attached to the end. A weapon whose power would be worthy of the Reaper himself. You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light. |
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Mace of Smiting | rare | DDAL08-07 - Into the Dark | DDAL08-07 - Into the Dark | Show | ||
Notes:
Mace of Smiting When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. This head of the mace of smiting features an angry dwarven face. The ghost of Reizzlerum Caskview still maintains a connection to the weapon, causing the owner to gain an unending thirst for good ale. As the owner becomes intoxicated, the face on the mace shifts to appear more drunkenly joyful. The longer the owner goes without a drink, the angrier the face appears. |
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Chime of Opening | rare | DDHC-CM Book of Cylinders | DDHC-CM Book of Cylinders | Show | ||
Notes:
Chime of Opening 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. |
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Serpent's Fang | rare | DDHC-CM Book of Cylinders | DDHC-CM Book of Cylinders | Show | ||
Notes:
Serpent's Fang 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. |