Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Alchemy Jug (Blue) common DDHC-CM Zikran´s Zephyrean Tome DDHC-CM Zikran´s Zephyrean Tome Show
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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

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

Arcane Grimoire +1 uncommon Lvl 5 Magic Item Chose DDAL08-05 Hero of the Troll Wars Show
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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.

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.

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
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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.

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.

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

Cloak of Billowing common DDHC-XGE-01 Rats of Waterdeep DDHC-XGE-01 Rats of Waterdeep Show
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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.

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.

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.

Goggles of Night uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
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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.

Hat of Vermin common CCC-TAROT- 01-05 The Lost Apprentice CCC-TAROT- 01-05 The Lost Apprentice Show
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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.

Headband of Intellect uncommon DDAL05-16 Parnast Under Siege Assignment 1. Season 12 b Show
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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.

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.

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.

Mace of Smiting rare DDAL08-07 Into the Dark DDAL08-07 Into the Dark Show
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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.

Magpie’s Wings (Winged Boots) rare CCC-6SWORDS-01 Six Swords Out of Hell Assignment 4 Season 12 b Show
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The Seventh Sword (Sun Blade)
Weapon (longsword), rare (requires attunement)

The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff.

Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide.

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

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.