Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Liriod (Pole of Collapsing)
common
WBW-DC-ZION-02 Alexanders Hand
Show
Notes:
Wondrous item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. This item is found in the Xanathar’s Guide to Everything.
Clothes of Mending
common
Endreward
SJ-DC-RTR-PL-02 Stay Calm, Act Quickly
Show
Notes:
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.
Minor Property: Gleaming
This item never gets dirty.
Moon-Touched Sword
common
Hidden Crypta+Puzzle
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
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.
This item can be found in the Xanathar’s Guide to Everything.
Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll
Hat of Disguise
uncommon
Imposter
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.
Gloves of Swimming and Climbing
uncommon
DDHC00-GSM 04 Salvage Operation
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Cloak of Protection
uncommon
DDHC00-GSM 04 Salvage Operation
Show
Notes:
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Lantern of Revealing
uncommon
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Wondrous item, uncommon
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.
Sending Stones
uncommon
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Quiver of Ehlonna
uncommon
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.
Javelin of Lightning
uncommon
Inside Druid Isle
SJ-DC-RTR-PL-02 Stay Calm, Act Quickly
Show
Notes:
Weapon (javelin), uncommon
Simple weapon, melee weapon
2 lb.
1d6 piercing - thrown (30/120 ft.)
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Thrown:
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Dust of Disappearance
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Driftglobe
uncommon
DDHC-KftGV-05 - 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.
Boots of Striding and Springing
uncommon
DDHC-KftGV-05 - 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.
Stone of Good Luck
uncommon
DDHC-KftGV-05 - 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.
Splint Mail, +1
uncommon
DDAL05-04 In Dire Need
Show
Notes:
Heavy Armor
Armor Class: 17 (+1)
Strength: Str 15
Stealth: Disadvantage
Weight: 60 lb.
Cost: 200 GP
Ioun Stone
rare
WBW-DC-NBDD-01 Play the Game
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.
The type of stone determines its rarity and effects.
Protection. You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Belt of Dwarvenkind
rare
DDEX2-4 Mayhem in the Earthspur Mines
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
Ring of Free Action
rare
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Notes: Negates Difficult Terrain, Magical Speed Reduction, Immune: Paralyzed or Restrained (Magical Sources), Movement, Warding, Jewelry
DM-aproved Golden Vault Reward
(DDHC-KftGV-05 - Tockworth's Clockworks)
Zion Strika (Boots of Speed)
rare
WBW-DC-ZION-02 Alexanders Hand
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. The boots are white in color and trimmed with gold.
While the effects of these boots are active, a bluish magical illusion of a young human man wielding a glaive appears, chasing you whenever you move, or distracting any creature attempting to make an opportunity attack against you.
Necklace of Prayer Beads
rare
DDHC-KftGV-06 Masterpiece Imbroglio
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
Ladungen:
1 Bead of Blessing
3 Beads of Curing
2 Beads of Favor
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Liriod (Pole of Collapsing) | common | WBW-DC-ZION-02 Alexanders Hand | Show | |||
|
Notes:
Wondrous item, common |
||||||
| Clothes of Mending | common | Endreward | SJ-DC-RTR-PL-02 Stay Calm, Act Quickly | Show | ||
|
Notes:
Wondrous item, common |
||||||
| Moon-Touched Sword | common | Hidden Crypta+Puzzle | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | ||
|
Notes:
Weapon (longsword), common |
||||||
| Hat of Disguise | uncommon | Imposter | DDAL08-03 Dock Ward Double Cross | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
||||||
| Gloves of Swimming and Climbing | uncommon | DDHC00-GSM 04 Salvage Operation | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) |
||||||
| Cloak of Protection | uncommon | DDHC00-GSM 04 Salvage Operation | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
| Lantern of Revealing | uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | Show | |||
|
Notes:
Wondrous item, uncommon 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. |
||||||
| Sending Stones | uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | Show | |||
|
Notes:
Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
||||||
| Quiver of Ehlonna | uncommon | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | |||
|
Notes:
Wondrous item, uncommon, Table F |
||||||
| Javelin of Lightning | uncommon | Inside Druid Isle | SJ-DC-RTR-PL-02 Stay Calm, Act Quickly | Show | ||
|
Notes:
Weapon (javelin), uncommon |
||||||
| Dust of Disappearance | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
|
Notes:
Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. |
||||||
| Driftglobe | uncommon | DDHC-KftGV-05 - 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. |
||||||
| Boots of Striding and Springing | uncommon | DDHC-KftGV-05 - 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. |
||||||
| Stone of Good Luck | uncommon | DDHC-KftGV-05 - 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. |
||||||
| Splint Mail, +1 | uncommon | DDAL05-04 In Dire Need | Show | |||
|
Notes:
Heavy Armor Armor Class: 17 (+1) |
||||||
| Ioun Stone | rare | WBW-DC-NBDD-01 Play the Game | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) |
||||||
| Belt of Dwarvenkind | rare | DDEX2-4 Mayhem in the Earthspur Mines | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. |
||||||
| Ring of Free Action | rare | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
|
Notes:
While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition. Notes: Negates Difficult Terrain, Magical Speed Reduction, Immune: Paralyzed or Restrained (Magical Sources), Movement, Warding, Jewelry DM-aproved Golden Vault Reward |
||||||
| Zion Strika (Boots of Speed) | rare | WBW-DC-ZION-02 Alexanders Hand | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. The boots are white in color and trimmed with gold. While the effects of these boots are active, a bluish magical illusion of a young human man wielding a glaive appears, chasing you whenever you move, or distracting any creature attempting to make an opportunity attack against you. |
||||||
| Necklace of Prayer Beads | rare | DDHC-KftGV-06 Masterpiece Imbroglio | 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 Ladungen: |
||||||