Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
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.

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.

Fell Stinger (Wand of Fireballs) rare SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee Show
Notes:

Fell Stinger (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.

This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships.
In addition, this magic item bears the War Leader minor property: 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.

AWIT CO. Uniform (Clothes of Mending) common SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee Show
Notes:

AWIT CO. Uniform (Clothes of Mending)
Wondrous Item, common
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.

This outfit bears the logo of A.W.I.T. Co and is worn by the associates and employees of the inter-system trading company.
It comes in three colors: System Void Black, Wildspace Star Orange and Astral Dreadnought Grey, which the characters can choose upon receiving as a reward.

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.

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.

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.

Boots of the Winterlands uncommon DDHC-CM Zikran´s Zephyrean Tome DDHC-CM Zikran´s Zephyrean Tome Show
Notes:

Boots of the Winterlands
Wondrous item, uncommon (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

-You have resistance to cold damage.
-You ignore difficult terrain created by ice or snow.
-You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Alchemy Jug (Orange) uncommon DDHC-CM Zikran´s Zephyrean Tome DDHC-CM Zikran´s Zephyrean Tome Show
Notes:

Alchemy Jug (Orange)
Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.

Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Alchemy Jug (Blue) common DDHC-CM Zikran´s Zephyrean Tome DDHC-CM Zikran´s Zephyrean Tome Show
Notes:

Alchemy Jug (Blue)
Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

In addition to the below liquids,**** the blue jug can produce 1 quart of boiling hot tea****, while the orange jug can produce 1 gallon of soy sauce.

Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Iron Bands of Bilarro rare DDHC-CM Zikran´s Zephyrean Tome DDHC-CM Zikran´s Zephyrean Tome Show
Notes:

Iron Bands of Bilarro
Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.

Censer of Controlling Air Elementals rare DDHC-CM Zikran´s Zephyrean Tome DDHC-CM Zikran´s Zephyrean Tome Show
Notes:

Censer of Controlling Air Elementals
Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

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.

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.

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.

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.

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.

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.

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.