Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Talking Doll
common
Wildspace
SJ-DC-AMAK-04: Starlight's Lament
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 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.
Elemental Essence Shard (Water)
rare
Wildspace
SJ-DC-KEEP- Kandlekeep Rekonstruktion
Show
Notes:
Wondrous Item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
Waterborne (Minor Property). This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
This prism-shaped shard has a single water drop from the elemental plane of water itself. It douses the most powerful of the flames.
Astromancy Archive
rare
Wildspace
SJ-DC-AMAK-04: Starlight's Lament
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Blessing of Protection
rare
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Wand of the War Mage +2
rare
White Plume Mountain
Trade Log
Show
Notes:
Wand, rare (requires attunement by a spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Boots of Striding and Springing
uncommon
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Armor of vulnerability (slashing)
rare
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Armor (plate), legendary (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.
Chainmail +1
rare
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Goggles of Night
uncommon
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
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.
Stone of Good Luck
uncommon
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Spell Storing
rare
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. (2x Mirror Image) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Bracers of defense
rare
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Hat of Disguise
uncommon
Waterdeep Dock Ward
DDAL08-03 Dock Ward Double Cross
Show
Notes:
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
Waterdeep, City of the dead
DDAL08-02 Beneath the City of the Dead
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. 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.
Moon touched Scimitar
common
Waterdeep, Blue Alley
DDHC-WDH-03 Blue Alley
Show
Notes:
Weapon (any sword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Lantern of Revealing
uncommon
Waterdeep, Blue Alley
DDHC-WDH-03 Blue Alley
Show
Notes:
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Amarantha’s Heart (Dark Shard Amulet)
common
Thentia, Goldene Waage
Trade Log
Show
Notes:
Common
Amarantha’s Heart (Dark Shard Amulet) Wondrous Item, common (requires attunement by a warlock) While you are wearing it, you gain the following benefits: • You can use the amulet as a spellcasting focus for your warlock spells • You can try to cast a cantrip you don’t know. The cantrip must be on the warlock 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. This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain. This item can be found in the Xanathar’s Guide to Everything. Amaranthas Herz (Dunkles Scherbenamulett) Wundersamer Gegenstand, gewöhnlich (erfordert Einstimmung durch einen Hexenmeister) Während du es trägst, erhältst du die folgenden Vorteile: - Du kannst das Amulett als Zauberfokus für deine Hexenmeisterzauber verwenden. - Du kannst versuchen, einen Cantrip zu wirken, den du nicht kennst. Der Zauber muss auf der Zauberliste des Hexenmeisters stehen, und du musst eine Intelligenzprüfung (Arkana) mit DC 10 ablegen. Wenn die Prüfung erfolgreich ist, wirkst du den Zauber. Schlägt die Prüfung fehl, wird der Zauber nicht gewirkt, und die Aktion, die zum Wirken des Zaubers verwendet wurde, ist umsonst. In beiden Fällen kannst du diese Eigenschaft erst nach einer langen Rast wieder einsetzen. Dieses Amulett hat die Form eines stilisierten Herzens - das Herz scheint alles Licht in sich aufzusaugen und ist immer stockdunkel. Bei schwachem Licht scheint es, als würde das Herz von Nebel umhüllt sein. Das Amulett wird von einer dünnen Goldkette gehalten. Dieser Gegenstand kann in Xanathars Ratgeber für Alles gefunden werden.
Serpentine Owl Figurine of Wondrous Power
rare
Paliset Hall (Feywild)
Keys from the Golden Vault - Party at Paliset Hall
Show
Notes:
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. 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.
The creature exists for a duration specific to each figurine. 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. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
Goggles of Night
uncommon
Nelanther Isles
SJ-DC-RTR-01 The Captain
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.
Minor Property: Guardian
The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Tentacle of Mending (Rope of Mending)
common
Hillcrest
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Source: Xanathar's Guide to Everything
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.
Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind.
Name | Rarity | Location ▼ | Table | Result | Source | |
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Talking Doll | common | Wildspace | SJ-DC-AMAK-04: Starlight's Lament | 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 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. |
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Elemental Essence Shard (Water) | rare | Wildspace | SJ-DC-KEEP- Kandlekeep Rekonstruktion | Show | ||
Notes:
Wondrous Item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone. Waterborne (Minor Property). This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. This prism-shaped shard has a single water drop from the elemental plane of water itself. It douses the most powerful of the flames. |
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Astromancy Archive | rare | Wildspace | SJ-DC-AMAK-04: Starlight's Lament | Show | ||
Notes:
Wondrous Item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. |
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Blessing of Protection | rare | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Wand of the War Mage +2 | rare | White Plume Mountain | Trade Log | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Boots of Striding and Springing | uncommon | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Armor of vulnerability (slashing) | rare | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Armor (plate), legendary (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. |
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Chainmail +1 | rare | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Goggles of Night | uncommon | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | 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. |
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Stone of Good Luck | uncommon | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Ring of Spell Storing | rare | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. (2x Mirror Image) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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Bracers of defense | rare | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Hat of Disguise | uncommon | Waterdeep Dock Ward | DDAL08-03 Dock Ward Double Cross | Show | ||
Notes:
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 | Waterdeep, City of the dead | DDAL08-02 Beneath the City of the Dead | 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. 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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Moon touched Scimitar | common | Waterdeep, Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
Notes:
Weapon (any sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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Lantern of Revealing | uncommon | Waterdeep, Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
Notes:
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Amarantha’s Heart (Dark Shard Amulet) | common | Thentia, Goldene Waage | Trade Log | Show | ||
Notes:
Common |
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Serpentine Owl Figurine of Wondrous Power | rare | Paliset Hall (Feywild) | Keys from the Golden Vault - Party at Paliset Hall | Show | ||
Notes:
Wondrous item, rare |
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Goggles of Night | uncommon | Nelanther Isles | SJ-DC-RTR-01 The Captain | 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. Minor Property: Guardian The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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Tentacle of Mending (Rope of Mending) | common | Hillcrest | FR-DC-MIND Mindflayed Adventures | Show | ||
Notes:
Source: Xanathar's Guide to Everything Wondrous item, common |