Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Amulet of Proof against Detection and Location
uncommon
DDAL09-01 Escape from Elturel: The Liar
Show
Notes:
Wondrous Item, uncommon, requires attunement
While wearing this Amulet, you are hidden from Divination magic. You can't be targeted by such magic or perceived through magical Scrying sensors.
Eyes of the Eagle
uncommon
DDAL09-02 Stopped at the Gate
Show
Notes:
Wondrous item, uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This item can be found in the Dungeon Master’s Guide.
These goggles are made of leather and have lenses
of dark red crystal. Their frame is emblazoned with the emblem of the Hellriders: a horse’s head superimposed upon a sunburst. Additionally, when looking through these goggles, tiny illusory flames can be seen dancing around the edges of the lenses when within 120 feet of a demon.
Dust of Disappearance
uncommon
SJ-DC_RTR-03 Need for Seat
Show
Eldritch Claw Tattoo (UC/A)
uncommon
SJ-DC_RTR-03 Need for Seat
Show
Notes:
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.
Minor Property: Key
The item is used to unlock a container, chamber, vault, or other entryway.
Hat of Wizardry (C/A)
common
SJ-DC_RTR-03 Need for Seat
Show
Notes:
This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, 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.
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.
Bag of Holding
uncommon
DDHC-CM-04 Shemshime's Bedtime Rhyme
Show
Boots of Striding and Springing (UC/A)
uncommon
Keys from the Golden Vault - Tocksworth's Clockworks
Show
Driftglobe (UC)
uncommon
Keys from the Golden Vault - Tocksworth's Clockworks
Show
Stone of Good Luck (UC/A)
uncommon
Keys from the Golden Vault - Tocksworth's Clockworks
Show
Serpent's Fang (R)
rare
DDHC-CM Book of Cylinders
Show
Notes:
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Serpent Scale Armor (UC)
uncommon
DDHC-CM Book of Cylinders
Show
Notes:
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Lantern of Revealing (UC)
uncommon
DDHC-CM Book of Cylinders
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.
Tentacle Rod (R/A)
rare
Trade Log
Show
Notes:
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.
Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.
On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
Staff of Swarming Insects (R/A)
rare
Trade Log
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard) This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses. Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges). Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings.
Ring of Free Action (R/A)
rare
FR-DC-FOS-10 Descendants over Defense
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
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.
Name | Rarity | Location | Table ▼ | Result | Source | |
---|---|---|---|---|---|---|
Amulet of Proof against Detection and Location | uncommon | DDAL09-01 Escape from Elturel: The Liar | Show | |||
Notes:
Wondrous Item, uncommon, requires attunement |
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Eyes of the Eagle | uncommon | DDAL09-02 Stopped at the Gate | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This item can be found in the Dungeon Master’s Guide. These goggles are made of leather and have lenses |
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Dust of Disappearance | uncommon | SJ-DC_RTR-03 Need for Seat | Show | |||
Eldritch Claw Tattoo (UC/A) | uncommon | SJ-DC_RTR-03 Need for Seat | Show | |||
Notes:
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement: Magical Strikes: Eldritch Maul: Minor Property: Key |
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Hat of Wizardry (C/A) | common | SJ-DC_RTR-03 Need for Seat | Show | |||
Notes:
This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: Minor Property: Beacon |
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Bag of Holding | uncommon | DDHC-CM-04 Shemshime's Bedtime Rhyme | Show | |||
Boots of Striding and Springing (UC/A) | uncommon | Keys from the Golden Vault - Tocksworth's Clockworks | Show | |||
Driftglobe (UC) | uncommon | Keys from the Golden Vault - Tocksworth's Clockworks | Show | |||
Stone of Good Luck (UC/A) | uncommon | Keys from the Golden Vault - Tocksworth's Clockworks | Show | |||
Serpent's Fang (R) | rare | DDHC-CM Book of Cylinders | Show | |||
Notes:
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. |
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Serpent Scale Armor (UC) | uncommon | DDHC-CM Book of Cylinders | Show | |||
Notes:
Armor (scale mail), uncommon |
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Lantern of Revealing (UC) | uncommon | DDHC-CM Book of Cylinders | 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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Tentacle Rod (R/A) | rare | Trade Log | Show | |||
Notes:
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
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Staff of Swarming Insects (R/A) | rare | Trade Log | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard) This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses. Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges). Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings. |
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Ring of Free Action (R/A) | rare | FR-DC-FOS-10 Descendants over Defense | Show | |||
Notes:
Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. Minor Property: Beacon |