Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
+2 rod of the pact keeper
rare
Purchase Log
Show
Notes:
This item is obtained using the story award: Saltmarsh Downtime Activity: Xendros' Service from the adventure DDHC00-GSM-04 Salvage Operation.
Bracers of Defense
rare
Icewind Dale
DDAL-DRW-14 The City That Should Not Be
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.
Staff of Charming
rare
Mulmaster Ghetto
Trade Log
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Folding boat
rare
Firewatch Island (Uskarn, Saltmarch)
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Wondrous item, minor tier, rare
4 lb.
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Ring of Evasion
rare
Icewind Dale
DDAL-DRW-16 Uprising
Show
Notes:
Ring of Evasion
Ring, Rare (Requires Attunement)
Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
suit of +1 chain mail armor
uncommon
White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Goggles of Night
uncommon
White Plume Mountain
DDHC-TYP - 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 - 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.
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.
Javelin of Lightning
uncommon
Traded with Theren Qualanthri
Trade Log
Show
Gauntlets of Ogre Power
uncommon
Wave echo cave
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Adamantine Plate Armor
uncommon
Glacier of the white wyrm
DDAL00-01 - Window to the Past
Show
Notes:
Armor (any metal), uncommon
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection.
A description of this item can be found in the Dungeon Master’s Guide.
Enspelled Dagger (Lvl 1 - Jump)
uncommon
Purpledust desert
Trade Log
Show
Notes:
Weapon, Simple Melee Weapon, 1d4 Piercing, Finesse, Light, Thrown (20/60 ft.) Mastery: Nick Finesse When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Thrown If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Mastery: Nick When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. Enspelled Weapon Level 1: Jump Bound into this weapon is a level 1 spell (Jump). The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. Spell: Jump Level 1 Transmutation Casting Time: Bonus action Range: Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Minor Property: Waterborne This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. Lore: This dagger was enspelled with the power of a giant toad (hence the eye). How this item found its way from the swamps of its creation to the border of the desert, you may never know.
Adamantine Scale Mail
uncommon
WBW-DC-FWF Riders of the Stone (Seed: Path of Resistance)
Show
Notes:
Adamantine Scale Mail
AC: 14 + Dex (max 2)
Medium Armor, uncommon
45 lb.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
The wearer has disadvantage on Dexterity (Stealth) checks.
Minor Property: Sentinel (Aberrations)
This item glows faintly when Aberrations are within 120 feet of it.
Helm of Underwater Action
uncommon
Firewatch Island (Uskarn, Saltmarch)
DDHC00-GSM-07 Tammeraut's Fate
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.
Heward's Handy Spice Pouch
common
WBW-DC-FWF Riders of the Stone (Seed: Path of Resistance)
Show
Notes:
Heward's Handy Spice Pouch
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.
Minor Property: Temperate
The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit (-30 degrees Celsius) or as warm as 120 degrees Fahrenheit (50 degrees Celsius).
DOHWAR PLUSHIE (TALKING DOLL)
common
Wildspace
SJ-DC-DWR-01 DOHWAR HEIST
Show
Notes:
DOHWAR PLUSHIE (TALKING DOLL)
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.
This item is found in Xanathar’s Guide to Everything.
Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful.
Masquerade Tattoo
common
Wildspace
SJ-DC-YZ – 02 – 03 – Gnarling in Space
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
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.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
This tattoo takes the form of a bright shooting star.
Ysgard Rune (Orb of Direction)
common
PS-DC-TWW-01 The Hunt for the Wishing Well
Show
Notes:
"This rune is one of the dozen keys which are meant to open the gateway to the wishing well."
Minor Property: Key
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
Metal Baton with Continual Flame
common
Firewatch Island (Uskarn, Saltmarch)
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Continual Flame Enchantment:
A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| +2 rod of the pact keeper | rare | Purchase Log | Show | |||
|
Notes:
This item is obtained using the story award: Saltmarsh Downtime Activity: Xendros' Service from the adventure DDHC00-GSM-04 Salvage Operation. |
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| Bracers of Defense | rare | Icewind Dale | DDAL-DRW-14 The City That Should Not Be | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| Staff of Charming | rare | Mulmaster Ghetto | Trade Log | Show | ||
|
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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| Folding boat | rare | Firewatch Island (Uskarn, Saltmarch) | DDHC00-GSM-07 Tammeraut's Fate | Show | ||
|
Notes:
Wondrous item, minor tier, rare 4 lb. This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
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| Ring of Evasion | rare | Icewind Dale | DDAL-DRW-16 Uprising | Show | ||
|
Notes:
Ring of Evasion |
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| suit of +1 chain mail armor | uncommon | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
| Goggles of Night | uncommon | White Plume Mountain | DDHC-TYP - 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 - White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon (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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| Javelin of Lightning | uncommon | Traded with Theren Qualanthri | Trade Log | Show | ||
| Gauntlets of Ogre Power | uncommon | Wave echo cave | Trade Log | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. |
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| Adamantine Plate Armor | uncommon | Glacier of the white wyrm | DDAL00-01 - Window to the Past | Show | ||
|
Notes:
Armor (any metal), uncommon |
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| Enspelled Dagger (Lvl 1 - Jump) | uncommon | Purpledust desert | Trade Log | Show | ||
|
Notes:
Weapon, Simple Melee Weapon, 1d4 Piercing, Finesse, Light, Thrown (20/60 ft.) Mastery: Nick Finesse When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Thrown If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Mastery: Nick When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. Enspelled Weapon Level 1: Jump Bound into this weapon is a level 1 spell (Jump). The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. Spell: Jump Level 1 Transmutation Casting Time: Bonus action Range: Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Minor Property: Waterborne This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. Lore: This dagger was enspelled with the power of a giant toad (hence the eye). How this item found its way from the swamps of its creation to the border of the desert, you may never know. |
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| Adamantine Scale Mail | uncommon | WBW-DC-FWF Riders of the Stone (Seed: Path of Resistance) | Show | |||
|
Notes:
Adamantine Scale Mail AC: 14 + Dex (max 2) Medium Armor, uncommon 45 lb. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. The wearer has disadvantage on Dexterity (Stealth) checks. Minor Property: Sentinel (Aberrations) This item glows faintly when Aberrations are within 120 feet of it. |
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| Helm of Underwater Action | uncommon | Firewatch Island (Uskarn, Saltmarch) | DDHC00-GSM-07 Tammeraut's Fate | 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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| Heward's Handy Spice Pouch | common | WBW-DC-FWF Riders of the Stone (Seed: Path of Resistance) | Show | |||
|
Notes:
Heward's Handy Spice Pouch 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. Minor Property: Temperate The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit (-30 degrees Celsius) or as warm as 120 degrees Fahrenheit (50 degrees Celsius). |
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| DOHWAR PLUSHIE (TALKING DOLL) | common | Wildspace | SJ-DC-DWR-01 DOHWAR HEIST | Show | ||
|
Notes:
DOHWAR PLUSHIE (TALKING DOLL) 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. This item is found in Xanathar’s Guide to Everything. Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful. |
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| Masquerade Tattoo | common | Wildspace | SJ-DC-YZ – 02 – 03 – Gnarling in Space | Show | ||
|
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. 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. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This tattoo takes the form of a bright shooting star. |
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| Ysgard Rune (Orb of Direction) | common | PS-DC-TWW-01 The Hunt for the Wishing Well | Show | |||
|
Notes:
"This rune is one of the dozen keys which are meant to open the gateway to the wishing well." Minor Property: Key Wondrous Item, Common |
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| Metal Baton with Continual Flame | common | Firewatch Island (Uskarn, Saltmarch) | DDHC00-GSM-07 Tammeraut's Fate | Show | ||
|
Notes:
Continual Flame Enchantment: A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. |
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