Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Horn of Silent Alarm (Guardian Property)
common
Trade Log
Show
Notes:
Wondrous Item, Common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Immovable Rod
uncommon
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an Action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an Action to push the button again, the rod doesn’t move, even if it is defying Gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an Action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Iron Bands of Bilarro
rare
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
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.
Mask of the Shaman (Hat of Wizardry)
common
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
Show
Notes:
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.
Mithral Plate Armor
uncommon
Trade Log
Show
Notes:
Heavy armor, minor tier, uncommon
65 lb.
AC 18
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
An unblinking, lidless eye in the center of the breastplate.
Ring of Free Action
rare
DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, Difficult Terrain doesn’t cost you extra Movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained.
Ring of Regeneration
very_rare
SJ-DC-RTR-11 Little Helpers for the Big One
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt.
Ring of Resistance
rare
Giants of the Star Forge
Show
Notes:
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring (Acid). The gem in the ring indicates the type, which the DM chooses or determines randomly.
Ring of Resistance
rare
Giants of the Star Forge
Show
Notes:
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring (Acid). The gem in the ring indicates the type, which the DM chooses or determines randomly.
Rod of Hellish Flames (Minor Property: Wicked)
very_rare
PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun
Show
Notes:
Rod, Very Rare (Requires Attunement by a Spellcaster)
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
This item can be found in The Book of Many Things.
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.
This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol.
Sapphire Buckler
very_rare
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain
Show
Notes:
AC +2
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Minor Property: Hidden Message
A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
Scimitar of Speed
very_rare
SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Harmonious. Attuning to this item takes only 1 minute.
Shaman's Ring (Pearl of Power)
uncommon
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
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.
Sentinel: The pearl glows faintly when a Elemental is within 120 feet of it.
Shield +1
uncommon
DDEX3-05 Bane of the Tradeways
Show
Notes:
- 1 AC
Staff of Adornment
common
SJ-DC-RTR-11 Little Helpers for the Big One
Show
Notes:
Staff, weapon, common
Simple weapon, melee weapon
4 lb.
1d6 bludgeoning - versatile (1d8)
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
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: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Talking Doll
common
SJ-DC-YZ – 02 – 01 – Where the path may lead us
Show
Notes:
Wondrous item, common (requires attunement)
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 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.
The pocket watch may say one of the following sentences:
Roll 1d8
1 Click Clack. You should hurry!
2 I wish I would be a real clock tower.
3 It`s killing time!
4 Which animal always knows the time? A watch dog!
5 They always say: "Time waits for no one.". But i guess i can wait for you.
6 The best thing you can do is to let the clock work.
7 I wonder if a clever clock is called clockwise.
8 Oh no, my gears are breaking! HEHE Just a joke.
Tentacle Rod
rare
Trade Log
Show
Notes:
Rod, rare (requires attunement), Table G
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
Unbreakable Arrow (1)
common
WBW-DC-FWF Pie in the Sky
Show
Notes:
Ammunition, Common Magic Item
This arrow can't be broken, except when it is within an antimagic field.
Wind Fan
uncommon
WBW-DC-FWF Pie in the Sky
Show
Notes:
Wondrous item, uncommon
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Minor Property: Ambassador for Air Elementals
The bearer can speak and understand Primordial while the item is on the bearer's person.
Primordial
Exotic Language
Typical Speakers: Elementals
Script: Dwarvish
Primordial is a guttural language, filled with harsh syllables and hard consonants.
This language is a family which includes the following dialects: Aquan, Auran, Ignan, Terran. Creatures that speak different dialects of the same language can communicate with one another.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Horn of Silent Alarm (Guardian Property) | common | Trade Log | Show | |||
Notes:
Wondrous Item, Common Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Immovable Rod | uncommon | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | Show | |||
Notes:
Rod, uncommon This flat iron rod has a button on one end. You can use an Action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an Action to push the button again, the rod doesn’t move, even if it is defying Gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an Action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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Iron Bands of Bilarro | rare | DDHC-CM-Zikran’s Zephyrean Tome | Show | |||
Notes:
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. |
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Mask of the Shaman (Hat of Wizardry) | common | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | Show | |||
Notes:
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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Mithral Plate Armor | uncommon | Trade Log | Show | |||
Notes:
Heavy armor, minor tier, uncommon AC 18 Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. An unblinking, lidless eye in the center of the breastplate. |
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Ring of Free Action | rare | DDHC00-GSM Ghosts of Saltmarsh - Chapter 7 Das Schicksal der Tameraut | Show | |||
Notes:
Ring, rare (requires attunement) |
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Ring of Regeneration | very_rare | SJ-DC-RTR-11 Little Helpers for the Big One | Show | |||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt. |
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Ring of Resistance | rare | Giants of the Star Forge | Show | |||
Notes:
Ring, rare (requires attunement) |
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Ring of Resistance | rare | Giants of the Star Forge | Show | |||
Notes:
Ring, rare (requires attunement) |
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Rod of Hellish Flames (Minor Property: Wicked) | very_rare | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | Show | |||
Notes:
Rod, Very Rare (Requires Attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. This item can be found in The Book of Many Things. 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. This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol. |
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Sapphire Buckler | very_rare | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain | Show | |||
Notes:
AC +2 This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. Minor Property: Hidden Message A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
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Scimitar of Speed | very_rare | SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art | Show | |||
Notes:
Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Harmonious. Attuning to this item takes only 1 minute. |
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Shaman's Ring (Pearl of Power) | uncommon | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | 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. Sentinel: The pearl glows faintly when a Elemental is within 120 feet of it. |
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Shield +1 | uncommon | DDEX3-05 Bane of the Tradeways | Show | |||
Notes:
|
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Staff of Adornment | common | SJ-DC-RTR-11 Little Helpers for the Big One | Show | |||
Notes:
Staff, weapon, common Simple weapon, melee weapon 4 lb. 1d6 bludgeoning - versatile (1d8) If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. 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: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. |
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Talking Doll | common | SJ-DC-YZ – 02 – 01 – Where the path may lead us | Show | |||
Notes:
Wondrous item, common (requires attunement) 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 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. The pocket watch may say one of the following sentences: Roll 1d8 1 Click Clack. You should hurry! |
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Tentacle Rod | rare | Trade Log | Show | |||
Notes:
Rod, rare (requires attunement), Table G |
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Unbreakable Arrow (1) | common | WBW-DC-FWF Pie in the Sky | Show | |||
Notes:
Ammunition, Common Magic Item This arrow can't be broken, except when it is within an antimagic field. |
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Wind Fan | uncommon | WBW-DC-FWF Pie in the Sky | Show | |||
Notes:
Wondrous item, uncommon While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. Minor Property: Ambassador for Air Elementals |