Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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.
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.
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.
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.
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.
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.
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.
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.
Magpie’s Wings (Winged Boots)
rare
CCC-6SWORDS-01 Six Swords Out of Hell
Assignment 4 Season 12 b
Show
Notes:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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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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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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Scimitar +1 | uncommon | DDHC-TOA-9 Ruins of Matolo | Trade Log | Show | ||
Notes:
Scimitar +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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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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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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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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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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Magpie’s Wings (Winged Boots) | rare | CCC-6SWORDS-01 Six Swords Out of Hell | Assignment 4 Season 12 b | Show | ||
Notes:
The Seventh Sword (Sun Blade) 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. 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. 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. |
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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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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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Iron Bands of Bilarro | rare | DDHC-CM Zikran´s Zephyrean Tome | DDHC-CM Zikran´s Zephyrean Tome | Show | ||
Notes:
Iron Bands of Bilarro 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. |
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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. |
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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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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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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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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) 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. |
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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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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. |