Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Rhythm Maker's Drum
rare
SJ-DC YZ-02-03 Gnarling in Space
Show
Notes:
Wondrous item rare (+2) (requires attunement by a bard)
While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity.
As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn.
Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person.
Censer of Controlling Air Elementals
rare
DDHC-CM Candlekeep Mysteries Zikran´s Zephyrean Tome
Show
Notes:
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Ring of Fire Resistance
rare
NPC Reward
CCC-GHC-BK1-04_I_Am_the_Fire
Show
Notes:
Ring, rare (requires attunement), Table G
This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.
The life and magic of mage and a fire elemental have formed this item.
You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.
This item can be found on page 192 of the Dungeon Master's Guide.
Figurine of Wondrous Power (Ebony Fly)
rare
Claus House
SJ-DC-AMAK-01 You better watch out
Show
Notes:
Wondrous Item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
Iron Bands of Bilarro
rare
DDHC-CM Candlekeep Mysteries Zikran´s Zephyrean Tome
Show
Notes:
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Ring of Protection
rare
DDHC-TYP White Plume Mountain
Show
Notes:
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
Show
Notes:
Ring of Spell Storing
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.
original with 2x Mirror Image
BAT BURGLAR CLOAK (CLOAK OF THE BAT)
rare
SJ-DC-DWR-01 DOHWAR HEIST
SJ-DC-DWR-01 DOHWAR HEIST
Show
Notes:
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.
Canaith Mandolin
rare
Endreward
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
For all Instruments: Fly, Invisibility, Levitate, Protection from Evil and Good,
Canaith mandolin Spells: Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only)
Alchemy Jug (Pair)
uncommon
DDHC-CM Candlekeep Mysteries Zikran´s Zephyrean Tome
Show
Notes:
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.
Goggles of Night
uncommon
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.
Boots of Striding and Springing
uncommon
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.
Armor of Vulnerability (Cursed)
uncommon
DDHC-TYP White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Bracers of Archerý
uncommon
WBW-DC-ROOK-1-4
F
Trade Log
Show
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Longbow +1
uncommon
Starting Equipment (Lvl.5)
Char Lvl.5 Creation
Show
Notes:
ranged weapon
Category: Items
Damage: 1d8
Damage Type: piercing
Item Rarity: uncommon
Modifiers: Ranged Attacks +1, Ranged Damage +1
Properties: Ammunition, Heavy, Range, Two-Handed
Range: 150/600
Weight: 2
Boots of the Winterlands
uncommon
DDHC-CM Candlekeep Mysteries Zikran´s Zephyrean Tome
Show
Notes:
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Masquerade Tattoo
common
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Rhythm Maker's Drum | rare | SJ-DC YZ-02-03 Gnarling in Space | Show | |||
Notes:
Wondrous item rare (+2) (requires attunement by a bard) |
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Censer of Controlling Air Elementals | rare | DDHC-CM Candlekeep Mysteries Zikran´s Zephyrean Tome | Show | |||
Notes:
Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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Ring of Fire Resistance | rare | NPC Reward | CCC-GHC-BK1-04_I_Am_the_Fire | Show | ||
Notes:
Ring, rare (requires attunement), Table G |
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Figurine of Wondrous Power (Ebony Fly) | rare | Claus House | SJ-DC-AMAK-01 You better watch out | Show | ||
Notes:
Wondrous Item, rare |
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Iron Bands of Bilarro | rare | DDHC-CM Candlekeep Mysteries Zikran´s Zephyrean Tome | Show | |||
Notes:
Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |
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Ring of Protection | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Ring of Protection |
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Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Ring of Spell Storing original with 2x Mirror Image |
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BAT BURGLAR CLOAK (CLOAK OF THE BAT) | rare | SJ-DC-DWR-01 DOHWAR HEIST | SJ-DC-DWR-01 DOHWAR HEIST | Show | ||
Notes:
Wondrous Item, rare (requires attunement) Special: This cloak is woven with supple jet black fabric that shimmers purple |
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Canaith Mandolin | rare | Endreward | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. For all Instruments: Fly, Invisibility, Levitate, Protection from Evil and Good, |
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Alchemy Jug (Pair) | uncommon | DDHC-CM Candlekeep Mysteries Zikran´s Zephyrean Tome | Show | |||
Notes:
Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce. |
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Goggles of Night | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon |
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Boots of Striding and Springing | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Armor of Vulnerability (Cursed) | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Armor (plate), rare (requires attunement) |
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Bracers of Archerý | uncommon | WBW-DC-ROOK-1-4 | F | Trade Log | Show | |
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
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Longbow +1 | uncommon | Starting Equipment (Lvl.5) | Char Lvl.5 Creation | Show | ||
Notes:
ranged weapon |
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Boots of the Winterlands | uncommon | DDHC-CM Candlekeep Mysteries Zikran´s Zephyrean Tome | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. |
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Masquerade Tattoo | common | SJ-DC YZ-02-03 Gnarling in Space | Show | |||
Notes:
Wondrous item (tattoo), common (requires attunement) |