Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Helm of Comprehending Languages uncommon DDHC-CM Mazfroth's Mighty Digressions Show
Notes:

Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Bag of Tricks (Gray) uncommon CCC-GHC-BK1-09 Scavengers Show
Notes:

Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
Bag of Tricks (Gray)

Creature:
1 Weasel

2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

Pearl of Power uncommon CCC-THENT01-01 Beneath The Surface Show
Notes:

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.

The pearl’s brilliant nacreous quality fades to almost black after being used, only to waken at the following dawn.

Periat of wound closure uncommon CCC-THENT01-02 Those That Dwell Beneath Show
Notes:

Wondrous item, uncommon (requires attunement)

Silvered wings, like those of a hummingbird, hold between them a clear crystal. If the effect of the pendant occurs, the crystal takes on a deep red hue, which fades away at the next dawn. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Instrument of the Bards : Macfuirmidh Cittern uncommon CCC-THENT01-03 The Dreaming Relic Show
Notes:

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.

Rhythm-Maker's Drum +1 uncommon CCC-THENT01-03 The Dreaming Relic Show
Notes:

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.

Vault of the Efreeti (Portable Hole) rare CCC-ODFC02-02 Palace of the Efreeti Show
Notes:

Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate them closes. The gate is one-way only and can’t be reopened.
This item is found on Magic Item Table D in the Dungeon Master’s Guide.

This piece of fine red silk can be folded up into a handkerchief, scarf, banner, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.

Sea Hag’s Cloak (Cloak of the Manta Ray) uncommon CCC-GAD01-01 Broken Blade Show
Notes:

Sea Hag’s Cloak (Cloak of the Manta Ray)
Wondrous item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
This item is found on Magic Item Table B in the Dungeon Master’s Guide.
This dark green cloak seems to be sewn together out of seaweed and kelp. Its wearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Selfaril’s Soul Gem (Ruby of the War Mage) common CCC-GAD01-01 Broken Blade Show
Notes:

Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This item can be purchased with 2 Treasure Checkpoints of any tier.
This jagged piece of ruby was once part of the gem that housed Selfaril Uoumdolphin’s soul. Even now it seems to hold a small piece of his vitality.

Once was Solace (Talking Doll) common WBW-DC-DMM-01 The Soltitude of Solace Show
Notes:

Wondrous Item, Common (Requires Attunement)

This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it.

Selendang Bomoh (Mantle of Spell Resistance) rare WBW-DC-DMM-01 The Soltitude of Solace Show
Notes:

Wondrous Item, Rare (Requires Attunement)

Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak. Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

Tongcat Nenek Kebayan (Staff of Healing) rare WBW-DC-DMM-01 The Soltitude of Solace Show
Notes:

Staff, Rare (Requires Attunement by a Bard, Cleric or Druid)

This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Elven Chain rare ELM2-3 Vestiges of Darkness Show
Notes:

Armor (chain shirt), rare

This weird silvery-purple chain shirt is as thin and light as a linen shirt. It has a muted wave symbol of Istishia, the neutral god known as the Water Lord, patterned into the links. This must have once belonged to a sea elf. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. This item is detailed in the Dungeon Master’s Guide page 168.

Wand of Fireballs rare SJ-DC-AFA-01 The Cold Gate Show
Notes:

Wand, rare (requires attunement by a spellcaster)

1 lb.

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.

Minor Property: Illusion

The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.

Rope of Mending common SJ-DC-AFA-01 The Cold Gate Show
Notes:

Wondrous item, common

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Minor Property: Wicked

When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.

Quarterstaff +2 rare SJ-DC-AFA-02 Trust Your Guts – And Your Instincts Show
Notes:

Weapon, rare

Simple weapon, melee weapon

4 lb.

1d6 magical bludgeoning - versatile (1d8)

You have a +2 bonus to attack and damage rolls made with this magic weapon.
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.

Minor Property: Unbreakable

The item can't be broken. Special means must be used to destroy it.

Instrument of Scribing common SJ-DC-AFA-02 Trust Your Guts – And Your Instincts Show
Notes:

Wondrous item, Instrument, common (requires attunement)

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you.

The message can be up to six words long and is written in a language you know.

If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness.

Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History.

Your expertise aids you in recalling lore related to your instrument.
Performance.
Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune.
As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical InstrumentActivity DC
Identify a tune 10
Improvise a tune 20
Minor Property: Strange Material

The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

  • Dieses Instrument scheint aus den Flammen der Höllen selbst gewirkt worden zu sein und wirkt stets warm auf den Spieler, klamme Finger sind mit dieser Guitarre Vergangenheit!
Ring of Fire Resistance rare CCC-GHC-BK1-04 I am the Fire Show
Notes:

Ring, rare (requires attunement), Table G

This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.

The life and magic of mage and a fire elemental have formed this item.

You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.

This item can be found on page 192 of the Dungeon Master's Guide.