Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Wand of Secrets
uncommon
DDAL08-01 - The Map with No Names
Show
Notes:
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.
Figurine of Wondrous Power (Silver Raven)
uncommon
WBW-DC-TEN-01 Two to Tengu
Show
Notes:
Wondrous item, uncommon
If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it.
This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
Goggles of Night
uncommon
DDHC-CM-03 A Deep and Creeping Darkness
Show
Notes:
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-03 A Deep and Creeping Darkness
Show
Notes:
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Goggles of Night
uncommon
DDAL08-02 - Beneath the City of the Dead
Show
Notes:
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.
This item is found on Magic Item Table B in the Dungeon Master’s Guide.
These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.
Guardian Emblem
uncommon
SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you!
Show
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Minor Poperty:
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Ring of Mind Shielding
uncommon
DDAL08-04 - A Wrinkle in the Weave
Show
Notes:
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.
Ordine Sage’s Robes (Robe of Useful Items)
uncommon
Trade Log
Show
Notes:
This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:
• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing (used)
• a 1st level spell scroll
• a bag of 100 gp (used)
This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.
Flail +1
uncommon
DDHC-CM The Joy of Extradimensional Spaces
Show
Notes:
weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
One of its books breaks free with a length of chain still attached and functions as a +1 flail. The book is entitled Martial Attack Techniques.
Dragon Wing Bow
rare
Reward
Show
Notes:
Weapon (Longbow), rare (requires attunement)
The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a gem Dragon's Breath. When you hit with an Attack roll using this magic bow, the target takes an extra 1d6 psychic damage .
If you load no Ammunition in the weapon, it produces its own, automatically creating one piece of magic Ammunition when you pull back the string. The Ammunition created by the bow vanishes the instant after it hits or misses a target.
Ring of Protection
rare
Trade Log
Show
Wargong of the Gnolls (Rhythm Maker's Drum)
rare
SJ-DC-YZ – 02 – 03 – Gnarling in Space
Show
Notes:
Wondrous item rare (+2) (requires attunement by a bard)
While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity.
As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn.
Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person.
Bulletproof Vest (+1 Breastplate)
rare
SJ-DC-LEGIT-SB-02 Club Diamond
Show
Notes:
Armour (Medium), Rare
You have a +1 bonus to AC while wearing this breastplate.
Strange Material. This armour is composed of ceramic
plates and a weave of synthetic aramid fibers, rather than
leather and metal.
A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY".
This item can be found in the Dungeon Master's Guide (DMG).
Ring of Fire Resistance
rare
DDAL08-08 Crypt of the Dark Kiss
Show
Notes:
You have resistance to fire damage type while wearing this ring. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
This simple ring of twisted brass wire is warm to the touch.
Wand of Lightning Bolts
rare
DDAL08-09 Fangs and Frogs
Show
Notes:
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 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. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
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.
Silver Horn of Valhalla
rare
WBW-DC-TEN-02 The Festival of Fyre
Show
Notes:
Wondrous item, rare
You can use an Action to blow this horn. In response, Warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the Berserker Statistics from the Monster Manual. They Return to Ysgard after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands.
This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use.
Glamoured Studded Leather
rare
DDAL08-11 - Poisoned Words
Show
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid.
Gem of Seeing
rare
SJ-DC HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Eladrin's Vestments (Elven Chain)
rare
WBW-DC-TEN-03 The Tale of Korama / Koramamonogatari
Show
Notes:
Armor chain shirt, rare
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.
Temperate: The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Fell Stinger (Wand of Fireballs)
rare
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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Wand of Secrets | uncommon | DDAL08-01 - The Map with No Names | Show | |||
Notes:
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle. |
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Figurine of Wondrous Power (Silver Raven) | uncommon | WBW-DC-TEN-01 Two to Tengu | Show | |||
Notes:
Wondrous item, uncommon If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. |
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Goggles of Night | uncommon | DDHC-CM-03 A Deep and Creeping Darkness | Show | |||
Notes:
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. |
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Ring of Swimming | uncommon | DDHC-CM-03 A Deep and Creeping Darkness | Show | |||
Notes:
Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. |
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Goggles of Night | uncommon | DDAL08-02 - Beneath the City of the Dead | Show | |||
Notes:
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. This item is found on Magic Item Table B in the Dungeon Master’s Guide. These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal. |
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Guardian Emblem | uncommon | SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! | Show | |||
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. Minor Poperty: |
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Ring of Mind Shielding | uncommon | DDAL08-04 - A Wrinkle in the Weave | Show | |||
Notes:
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. |
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Ordine Sage’s Robes (Robe of Useful Items) | uncommon | Trade Log | Show | |||
Notes:
This Robe of Useful Items has silk patches of various shapes covering it. |
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Flail +1 | uncommon | DDHC-CM The Joy of Extradimensional Spaces | Show | |||
Notes:
weapon (flail), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. |
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Dragon Wing Bow | rare | Reward | Show | |||
Notes:
Weapon (Longbow), rare (requires attunement) The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a gem Dragon's Breath. When you hit with an Attack roll using this magic bow, the target takes an extra 1d6 psychic damage . If you load no Ammunition in the weapon, it produces its own, automatically creating one piece of magic Ammunition when you pull back the string. The Ammunition created by the bow vanishes the instant after it hits or misses a target. |
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Ring of Protection | rare | Trade Log | Show | |||
Wargong of the Gnolls (Rhythm Maker's Drum) | rare | SJ-DC-YZ – 02 – 03 – Gnarling in Space | Show | |||
Notes:
Wondrous item rare (+2) (requires attunement by a bard) While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity. As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn. Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person. |
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Bulletproof Vest (+1 Breastplate) | rare | SJ-DC-LEGIT-SB-02 Club Diamond | Show | |||
Notes:
Armour (Medium), Rare You have a +1 bonus to AC while wearing this breastplate. Strange Material. This armour is composed of ceramic A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY". This item can be found in the Dungeon Master's Guide (DMG). |
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Ring of Fire Resistance | rare | DDAL08-08 Crypt of the Dark Kiss | Show | |||
Notes:
You have resistance to fire damage type while wearing this ring. This item is found on Magic Item Table G in the Dungeon Master’s Guide. This simple ring of twisted brass wire is warm to the touch. |
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Wand of Lightning Bolts | rare | DDAL08-09 Fangs and Frogs | Show | |||
Notes:
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 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. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide. 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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Silver Horn of Valhalla | rare | WBW-DC-TEN-02 The Festival of Fyre | Show | |||
Notes:
Wondrous item, rare Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands. This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use. |
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Glamoured Studded Leather | rare | DDAL08-11 - Poisoned Words | Show | |||
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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Gem of Seeing | rare | SJ-DC HIPS Hiding in Plain Sight | Show | |||
Notes:
Wondrous Item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Eladrin's Vestments (Elven Chain) | rare | WBW-DC-TEN-03 The Tale of Korama / Koramamonogatari | Show | |||
Notes:
Armor chain shirt, rare |
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Fell Stinger (Wand of Fireballs) | rare | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | |||
Notes:
Wand, rare (requires attunement by a Spellcaster) 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. |