Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Fireballs
rare
Wildspace
Trade Log
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. This item never gets dirty.
Stone of Good Luck (Luckstone)
uncommon
Little Lockford (Underdark)
Keys from the Golden Vault - 5 - Tockworth's Clockworks
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.
Stone of Good Luck
uncommon
White Plume Mountain
DDHC-TYP - 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 - 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.
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.
Ring of Protection
rare
White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Pearl of Power
uncommon
Saltmarsh
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 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.
Mask of the Beast
uncommon
Wood of Sharp Teeth
DDAL-DRW-INT-04 Tales of Fang and Claw
Show
Notes:
Wondrous Item, Uncommon
This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it.
This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light.
Horn Of Valhalla (Silver)
rare
Mulmaster
CCC-TRI-05 NIGHT1-1 Hunt of Malar
Show
Notes:
Wondrous item, rarity varies
Wondrous Item, rare You can use an action to blow this horn. In response, 2d4 + 2 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.
A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar
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.
Helm of Underwater Action
uncommon
Swamp at Saltmarsh
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Hat of Wizardry
common
Wildspace
Trade Log
Show
Notes:
Wondrous Item, common (requires attunement by a wizard) While you are wearing this item, 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.
Hat of Vermin "piper's Hat"
common
Samsara
Trade Log
Show
Notes:
Wondrous Item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control.
It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
Xanathar's Guide to Everything, pg. 137
“The dark blue wizard’s hat, decorated with silvery moons and stars, has two adorable round black mouse ears. Using the command word ‘Fantasia’ summons a non-combatant shadow of rats.” Guardian. The item whispers and squeaks warnings to it's bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Half Plate Armor +1
rare
Hag cave
CCC-TRI-06 NIGHT1-2 Haggard Heroes
Show
Notes:
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Half Plate. Made from the frozen bones of Auntie Olma’s old coven, this half plate looks to be made from sheets of iron until examined closely. While wearing this armor, it lowers your body temperature to just above freezing with no ill effects, and the voices of the dead hags fill your mind with taunts and harassment
Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.
AC: 16 + Dex modifier (max 2)
Stealth: Disadvantage
Weight: 40
Goggles of Night
uncommon
White Plume Mountain
DDHC-TYP - White Plume Mountain
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.
Ersatz Eye
common
Icewind Dale
DDAL 10-00 Ice Road Trackers
Show
Notes:
Wondrous item, common (requires attunement)
This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.
This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.
Xanathar’s Guide to Everything, p. 137
Enduring Spellbook
common
Waterdeep
Trade Log
Show
Notes:
This spellbook, along with anything written on its pages, can’t be damaged by fire or water. In addition, the spellbook doesn’t deteriorate with age.
Driftglobe
uncommon
Little Lockford (Underdark)
Keys from the Golden Vault - 5 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Cloak of Displacement
rare
Damara
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.
Boots of Striding and Springing
uncommon
White Plume Mountain
DDHC-TYP - 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.
Boots of Striding and Springing
uncommon
Little Lockford (Underdark)
Keys from the Golden Vault - 5 - Tockworth's Clockworks
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.
Astromancy Archive
rare
Wildspace
SJ-DC-AMAK: 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.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of Fireballs | rare | Wildspace | Trade Log | 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. This item never gets dirty. |
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| Stone of Good Luck (Luckstone) | uncommon | Little Lockford (Underdark) | Keys from the Golden Vault - 5 - Tockworth's Clockworks | 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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| Stone of Good Luck | uncommon | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Ring of Spell Storing | rare | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| Ring of Protection | rare | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| Pearl of Power | uncommon | Saltmarsh | DDHC00-GSM-03 Danger at Dunwater | Show | ||
|
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 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. |
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| Mask of the Beast | uncommon | Wood of Sharp Teeth | DDAL-DRW-INT-04 Tales of Fang and Claw | Show | ||
|
Notes:
Wondrous Item, Uncommon This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light. |
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| Horn Of Valhalla (Silver) | rare | Mulmaster | CCC-TRI-05 NIGHT1-1 Hunt of Malar | Show | ||
|
Notes:
Wondrous item, rarity varies |
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| Helm of Underwater Action | uncommon | Swamp at Saltmarsh | DDHC00-GSM-03 Danger at Dunwater | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
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| Hat of Wizardry | common | Wildspace | Trade Log | Show | ||
|
Notes:
Wondrous Item, common (requires attunement by a wizard) While you are wearing this item, 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. |
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| Hat of Vermin "piper's Hat" | common | Samsara | Trade Log | Show | ||
|
Notes:
Wondrous Item, common |
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| Half Plate Armor +1 | rare | Hag cave | CCC-TRI-06 NIGHT1-2 Haggard Heroes | Show | ||
|
Notes:
Armor (medium), rare |
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| Goggles of Night | uncommon | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Ersatz Eye | common | Icewind Dale | DDAL 10-00 Ice Road Trackers | Show | ||
|
Notes:
Wondrous item, common (requires attunement) This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket. This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc. Xanathar’s Guide to Everything, p. 137 |
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| Enduring Spellbook | common | Waterdeep | Trade Log | Show | ||
|
Notes:
This spellbook, along with anything written on its pages, can’t be damaged by fire or water. In addition, the spellbook doesn’t deteriorate with age. |
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| Driftglobe | uncommon | Little Lockford (Underdark) | Keys from the Golden Vault - 5 - Tockworth's Clockworks | Show | ||
|
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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| Cloak of Displacement | rare | Damara | CCC-SFBay-02-01 Old Enemies Arise | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) |
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| Boots of Striding and Springing | uncommon | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Boots of Striding and Springing | uncommon | Little Lockford (Underdark) | Keys from the Golden Vault - 5 - Tockworth's Clockworks | 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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| Astromancy Archive | rare | Wildspace | SJ-DC-AMAK: Starlight's Lament | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement by a wizard) |
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