Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Enduring Spellbook
common
DC-PoA When the Forest comes to the Mountain
DC-PoA When the Forest comes to the Mountain
Show
Notes:
Enduring Spellbook
Wondrous item, minor tier, common
This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Scimitar +1
uncommon
DDHC-TOA-9 Ruins of Matolo
Trade Log
Show
Notes:
Scimitar +1
Uncommon
Scimitar +1 Weapon (Scimitar), uncommon You have a +1 bonus to attack and damage rolls made with this weapon.
Hat of Vermin
common
CCC-TAROT- 01-05 The Lost Apprentice
CCC-TAROT- 01-05 The Lost Apprentice
Show
Notes:
Hat of Vermin
Wondrous Item, common
This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.
Auntie Sue’s Broom (broom of flying)
uncommon
CCC-TAROT- 01-05 The Lost Apprentice
CCC-TAROT- 01-05 The Lost Apprentice
Show
Notes:
Auntie Sue’s Broom (broom of flying)
Wondrous Item, uncommon
This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. This item can be found in the Dungeon Masters Guide.
Cloak of Billowing
common
DDHC-XGE-01 Rats of Waterdeep
DDHC-XGE-01 Rats of Waterdeep
Show
Notes:
Cloak of Billowing
Wondrous item, Common
While wearing this cloak, you can use a bonus Action to make it billow dramatically.
This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine.
Pipes of the Sewers
uncommon
DDHC-XGE-01 Rats of Waterdeep
DDHC-XGE-01 Rats of Waterdeep
Show
Notes:
Pipes of the Sewers
Wondrous item, uncommon (requires attunement)
You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.
The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn.
Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an Action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no ACTIONS. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet.
Mask of the Shaman (Hat of Wizardry)
common
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
Show
Notes:
Mask of the Shaman (Hat of Wizardry)
Wondrous item, common (requires attunement by a wizard)
This antiquated, weird shaped Mask reminds of Dragonborn & Lozardfolk Shamans. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Language: The bearer can speak and understand draconic while the item is worn.
Shaman's Ring (Pearl of Power)
uncommon
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
Show
Notes:
Shaman's Ring (Pearl of Power)
Wondrous item, uncommon (requires Attunement by a spellcaster)
While this pearl is on your person, you can use an Action to speak this pearl’s Command word and regain one expended spell slot. If the expended slot was 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.
Sentinel: The pearl glows faintly when a Elemental is within 120 feet of it.
Chain Book (Flail +1)
uncommon
DDHC-CM The Joy of Extradimensional Spaces
DDHC-CM The Joy of Extradimensional Spaces
Show
Notes:
Chain Book (Flail +1)
weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.
Ring of Swimming
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
Show
Notes:
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Goggles of Night
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
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.
Hat of Disguise
uncommon
DDAL08-03 Dock Ward Double Cross
DDAL08-03 Dock Ward Double Cross
Show
Notes:
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at-will. The spell ends if the hat is removed. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
The entire length of this broad, red-silk ribbon is embroidered in gold thread. While wearing it, the wearer can read and understand, but not speak, Undercommon.
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. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
This ornate silver ring is engraved with the words "Be where they are not" in the Alzhedo language of southwestern Faerûn.
Javelin of Lightning
uncommon
DDAL08-05 Hero of the Troll Wars
DDAL08-05 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’s Guide.
This javelin glows an angry red when within 120 feet of a troll.
Arcane Grimoire +1
uncommon
Lvl 5 Magic Item Chose
DDAL08-05 Hero of the Troll Wars
Show
Notes:
Arcane Grimoire +1
Wondrous item, uncommon (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Mace of Smiting
rare
DDAL08-07 Into the Dark
DDAL08-07 Into the Dark
Show
Notes:
Mace of Smiting
Simple Weapon, Melee Weapon, Major, 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 an extra 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.
Ring of Fire Resistance
rare
DDAL08-08 Crypt of the Dark Kiss
DDAL08-08 Crypt of the Dark Kiss
Show
Notes:
Ring of Fire Resistance
Ring, Major, Rare (Requires Attunement)
You have resistance to fire damage while wearing this ring.
This simple ring of twisted brass wire is warm to the touch.
Wand of Lightning Bolts
rare
DDAL08-09 Fangs and Frogs
DDAL08-09 Fangs and Frogs
Show
Notes:
Wand of Lightning Bolts
Wand, Major, 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 lightning bolt 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.
This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.
Mask of the Beast
uncommon
DDAL-DRW-INT-04 TALES OF FANG AND CLAW
Trade Log
Show
Notes:
Mask of the Beast
Wondrous Item, Uncommon
This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it.
This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light.
Headband of Intellect
uncommon
DDAL05-16 Parnast Under Siege
Assignment 1. Season 12 b
Show
Notes:
Headband of Intellect
Wondrous Item, uncommon
Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.
Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is 19 or higher without it.
Name | Rarity | Location | Table | Result | Source | |
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Enduring Spellbook | common | DC-PoA When the Forest comes to the Mountain | DC-PoA When the Forest comes to the Mountain | Show | ||
Notes:
Enduring Spellbook Wondrous item, minor tier, common This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. |
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Scimitar +1 | uncommon | DDHC-TOA-9 Ruins of Matolo | Trade Log | Show | ||
Notes:
Scimitar +1 |
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Hat of Vermin | common | CCC-TAROT- 01-05 The Lost Apprentice | CCC-TAROT- 01-05 The Lost Apprentice | Show | ||
Notes:
Hat of Vermin Wondrous Item, common This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything. |
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Auntie Sue’s Broom (broom of flying) | uncommon | CCC-TAROT- 01-05 The Lost Apprentice | CCC-TAROT- 01-05 The Lost Apprentice | Show | ||
Notes:
Auntie Sue’s Broom (broom of flying) Wondrous Item, uncommon This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. This item can be found in the Dungeon Masters Guide. |
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Cloak of Billowing | common | DDHC-XGE-01 Rats of Waterdeep | DDHC-XGE-01 Rats of Waterdeep | Show | ||
Notes:
Cloak of Billowing While wearing this cloak, you can use a bonus Action to make it billow dramatically. This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine. |
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Pipes of the Sewers | uncommon | DDHC-XGE-01 Rats of Waterdeep | DDHC-XGE-01 Rats of Waterdeep | Show | ||
Notes:
Pipes of the Sewers You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them. The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn. Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an Action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no ACTIONS. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet. |
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Mask of the Shaman (Hat of Wizardry) | common | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | Show | ||
Notes:
Mask of the Shaman (Hat of Wizardry) Wondrous item, common (requires attunement by a wizard) This antiquated, weird shaped Mask reminds of Dragonborn & Lozardfolk Shamans. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. Language: The bearer can speak and understand draconic while the item is worn. |
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Shaman's Ring (Pearl of Power) | uncommon | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | Show | ||
Notes:
Shaman's Ring (Pearl of Power) While this pearl is on your person, you can use an Action to speak this pearl’s Command word and regain one expended spell slot. If the expended slot was 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. Sentinel: The pearl glows faintly when a Elemental is within 120 feet of it. |
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Chain Book (Flail +1) | uncommon | DDHC-CM The Joy of Extradimensional Spaces | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
Notes:
Chain Book (Flail +1) |
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Ring of Swimming | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
Notes:
Ring of Swimming You have a swimming speed of 40 feet while wearing this ring. |
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Goggles of Night | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
Notes:
Goggles of Night 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. |
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Hat of Disguise | uncommon | DDAL08-03 Dock Ward Double Cross | DDAL08-03 Dock Ward Double Cross | Show | ||
Notes:
Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at-will. The spell ends if the hat is removed. This item is found on Magic Item Table F in the Dungeon Master’s Guide. The entire length of this broad, red-silk ribbon is embroidered in gold thread. While wearing it, the wearer can read and understand, but not speak, Undercommon. |
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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 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. This item is found on Magic Item Table F in the Dungeon Master’s Guide. This ornate silver ring is engraved with the words "Be where they are not" in the Alzhedo language of southwestern Faerûn. |
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Javelin of Lightning | uncommon | DDAL08-05 Hero of the Troll Wars | DDAL08-05 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’s Guide. This javelin glows an angry red when within 120 feet of a troll. |
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Arcane Grimoire +1 | uncommon | Lvl 5 Magic Item Chose | DDAL08-05 Hero of the Troll Wars | Show | ||
Notes:
Arcane Grimoire +1 Wondrous item, uncommon (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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Mace of Smiting | rare | DDAL08-07 Into the Dark | DDAL08-07 Into the Dark | Show | ||
Notes:
Mace of Smiting 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 an extra 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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Ring of Fire Resistance | rare | DDAL08-08 Crypt of the Dark Kiss | DDAL08-08 Crypt of the Dark Kiss | Show | ||
Notes:
Ring of Fire Resistance You have resistance to fire damage while wearing this ring. This simple ring of twisted brass wire is warm to the touch. |
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Wand of Lightning Bolts | rare | DDAL08-09 Fangs and Frogs | DDAL08-09 Fangs and Frogs | Show | ||
Notes:
Wand of Lightning Bolts This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt 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. This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used. |
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Mask of the Beast | uncommon | DDAL-DRW-INT-04 TALES OF FANG AND CLAW | Trade Log | Show | ||
Notes:
Mask of the Beast This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it. This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light. |
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Headband of Intellect | uncommon | DDAL05-16 Parnast Under Siege | Assignment 1. Season 12 b | Show | ||
Notes:
Headband of Intellect Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea. Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is 19 or higher without it. |