Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Unearthed Ring of Mind Shielding
uncommon
Zethlentin Protectorate (Underdark, Moonsea)
CCC-MTL-02 House of Revenance
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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.
This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly
CLOAK OF THE BAT
rare
Wildspace
Trade Log
Show
Notes:
BAT BURGLAR CLOAK (CLOAK OF THE BAT) Wondrous Item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Periapt of Health
uncommon
Wildspace
SJ-DC-YLD – 01 - 02 – The forgotten place
Show
Notes:
Wondrous Item, uncommon
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
Quirk:
Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. The periapt will complain the whole time if it is not under water. While fully submerged it tells stories of how great Alturion once was.
Clothes of Mending
common
Wildspace
SJ-DC-YLD – 01 - 02 – The forgotten place
Show
Notes:
Source: Xanathar's Guide to Everything
Wondrous item, common
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
Heward's Handy Spice Pounch
common
Wildspace
SJ-DC HIPS Hiding in Plain Sight
Show
Notes:
Wondrous item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Gem of Brightness
uncommon
Wildspace
SJ-DC HIPS Hiding in Plain Sight
Show
Notes:
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Gem of Seeing
rare
Wildspace
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.
+1 Wraps of Unarmed Prowess
uncommon
Wave echo cave
Trade Log
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Notes:
Uncommon Wondrous item
While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. Quirk: Muttering The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
Boots of Striding and Springing
uncommon
Wave echo cave
DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave
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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.
Wand of Magic Missiles
uncommon
Wave echo cave
DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave
Show
Notes:
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Spider Staff
uncommon
Wave echo cave
DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave
Show
Notes:
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Melee Weapon (Staff)
Category: Items
Damage: 1d6
Damage Type: Bludgeoning
Requires Attunement: Yes
Secondary Damage: 1d6
Weight: 6
Lightbringer (Mace +1)
uncommon
Wave echo cave
DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave
Show
Notes:
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Weapon (Mace)
Category: Items
Damage: 1d6
Damage Type: Bludgeoning
Modifiers: Melee Attacks +1, Melee Damage +1
Secondary Damage: 1d6
Weight: 4
Rapier +1
uncommon
Waterdeep, Afterlife Casino
Keys from the Golden Vault - The Stygian Gambit
Show
Notes:
Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Eldritch Claw Tattoo
uncommon
Waterdeep
Keys from the Golden Vault - The Stygian Gambit
Show
Notes:
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Longsword +1
uncommon
Phandalin
DDHC-LMOP HC 02 Lost Mine of Phandelver
Show
Notes:
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Protection
rare
Old Owl Well
DDHC-LMOP HC 03 Lost Mine of Phandelver - The Spider's Web
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Hat of Disguise
uncommon
Nelanther Isles
SJ-DC-RTR-02 The Ship
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.
Minor Property: Beacon
The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Necklace of Prayer Beads
rare
Guild house of Agile Hand Thiefs Guild
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk Blessing, Wind walking, Curing, Favor
Battleaxe +1
uncommon
Ghalasine
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Shield +1
uncommon
Ghalasine
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Name | Rarity | Location ▼ | Table | Result | Source | |
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Unearthed Ring of Mind Shielding | uncommon | Zethlentin Protectorate (Underdark, Moonsea) | CCC-MTL-02 House of Revenance | Show | ||
Notes:
Ring, uncommon (requires attunement) |
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CLOAK OF THE BAT | rare | Wildspace | Trade Log | Show | ||
Notes:
BAT BURGLAR CLOAK (CLOAK OF THE BAT) Wondrous Item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Periapt of Health | uncommon | Wildspace | SJ-DC-YLD – 01 - 02 – The forgotten place | Show | ||
Notes:
Wondrous Item, uncommon You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. Quirk: Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. The periapt will complain the whole time if it is not under water. While fully submerged it tells stories of how great Alturion once was. |
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Clothes of Mending | common | Wildspace | SJ-DC-YLD – 01 - 02 – The forgotten place | Show | ||
Notes:
Source: Xanathar's Guide to Everything Wondrous item, common This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. |
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Heward's Handy Spice Pounch | common | Wildspace | SJ-DC HIPS Hiding in Plain Sight | Show | ||
Notes:
Wondrous item, common |
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Gem of Brightness | uncommon | Wildspace | SJ-DC HIPS Hiding in Plain Sight | Show | ||
Notes:
Wondrous item, uncommon When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. |
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Gem of Seeing | rare | Wildspace | SJ-DC HIPS Hiding in Plain Sight | Show | ||
Notes:
Wondrous Item, rare (requires attunement) |
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+1 Wraps of Unarmed Prowess | uncommon | Wave echo cave | Trade Log | Show | ||
Notes:
Uncommon Wondrous item |
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Boots of Striding and Springing | uncommon | Wave echo cave | DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave | 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. |
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Wand of Magic Missiles | uncommon | Wave echo cave | DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave | Show | ||
Notes:
Wand, uncommon The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. |
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Spider Staff | uncommon | Wave echo cave | DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave | Show | ||
Notes:
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Melee Weapon (Staff) Category: Items |
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Lightbringer (Mace +1) | uncommon | Wave echo cave | DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave | Show | ||
Notes:
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. Category: Items |
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Rapier +1 | uncommon | Waterdeep, Afterlife Casino | Keys from the Golden Vault - The Stygian Gambit | Show | ||
Notes:
Weapon (rapier), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Eldritch Claw Tattoo | uncommon | Waterdeep | Keys from the Golden Vault - The Stygian Gambit | Show | ||
Notes:
Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. |
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Longsword +1 | uncommon | Phandalin | DDHC-LMOP HC 02 Lost Mine of Phandelver | Show | ||
Notes:
Weapon (longsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Ring of Protection | rare | Old Owl Well | DDHC-LMOP HC 03 Lost Mine of Phandelver - The Spider's Web | Show | ||
Notes:
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. |
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Hat of Disguise | uncommon | Nelanther Isles | SJ-DC-RTR-02 The Ship | 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. Minor Property: Beacon The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. |
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Necklace of Prayer Beads | rare | Guild house of Agile Hand Thiefs Guild | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk Blessing, Wind walking, Curing, Favor |
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Battleaxe +1 | uncommon | Ghalasine | Keys from the Golden Vault - Heart of Ashes | Show | ||
Notes:
Weapon (battleaxe), uncommon |
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Shield +1 | uncommon | Ghalasine | Keys from the Golden Vault - Heart of Ashes | Show | ||
Notes:
Armor (shield), uncommon |