Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Eyes of Minute Seeing uncommon DDHC-CM The Canopic Being DDHC-CM The Canopic Being Show
Notes:

Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.

Bracers of Archery uncommon DRW-EP03 When the Lights Went Out in Candlekeep DRW-EP03 When the Lights Went Out in Candlekeep Show
Notes:

Wondrous item, uncommon (requires attunement)
"These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden."

While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.

Mithral Chain Mail uncommon DDHC-DotMM-18 Dungeon Level 18 DDHC-DotMM-18 Dungeon Level 18 Show
Notes:

Heavy armor (chain mail), uncommon
55 lb.

AC 16
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.

Eyes of Minute Seeing uncommon DDHC-QftIS The Lost Caverns of Tsojcanth DDHC-QftIS The Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, Uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.

Bag of Holding uncommon DDHC-QftIS The Lost Caverns of Tsojcanth DDHC-QftIS The Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, Uncommon
5 lb.
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.

Brightlark’s Wraps (Wraps of Unarmed Prowess) uncommon FR-DC-CURSE FR-DC-CURSE Is this a Curse? Show
Notes:

Wonderous item, uncommon (requires attunement)

While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

A set of comfy olive wraps; well-worn, but well-repaired. Faded gold thread stitches out sigils of power.

+1 War Pick uncommon DDHC-QftIS The Lost Caverns of Tsojcanth DDHC-QftIS The Lost Caverns of Tsojcanth Show
Notes:

Weapon (War Pick), Uncommon
Martial Weapon, Melee Weapon
2 lb.

1d8 Piercing
Versatile (1d10)
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Glaive of Warning uncommon DDHC-QftIS The Lost Caverns of Tsojcanth DDHC-QftIS The Lost Caverns of Tsojcanth Show
Notes:

Weapon (Glaive), Uncommon (Requires Attunement)
Martial Weapon, Melee Weapon
6 lb.

1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Graze
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.

Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.

Supernatural Readiness. Each subject has Advantage on its Initiative rolls.

Cloak of Elvenkind uncommon DDHC-QftIS The Lost Caverns of Tsojcanth DDHC-QftIS The Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)
While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.

Wand of Magic Missiles uncommon DDHC-QftIS The Lost Caverns of Tsojcanth DDHC-QftIS The Lost Caverns of Tsojcanth Show
Notes:

Wand, Uncommon
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Radiance common DDHC-CM The Price of Beauty Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)
1 lb.
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.

Gloves of Thievery common WBW-DC-ROG-02 Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Blessing of the Black Suture common FR-DC-JIBEA When Names Fade Away FR-DC-JIBEA When Names Fade Away Show
Notes:

Blessing of Wound Closure, Blessing

This Blessing grants you the benefits of a Periapt of Wound Closure.

Source/Aspect. A shard of Vecna’s will threads through your life’s ledger, “stitching” your story until He is finished reading it.

Look/Mark. A thin, ink-black stitch appears on your chest over your heart (or where your sigils lie), ending in a tiny knot shaped like a slashed eye. When you bleed, the blood briefly darkens to ink before reddening again.

Omen. In silence, you hear the faint rustle of turning pages. Your wounds close with a papery hiss, as if skin were parchment pressed flat.

Manifestations (purely cosmetic).:

A ghostly bone quill scratches notes in the air when you heal, then fades.

Fresh scars align into neat ledger lines before softening.

Roleplay Prompts.

You feel compelled to record the names of the fallen after each battle.

You hesitate before speaking certain truths, tasting ink on your tongue.

Chest of Preserving common FR-DC-CURSE FR-DC-CURSE Is this a Curse? Show
Notes:

Wonderous item, common

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves’ tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

Gleaming. This item never gets dirty.

Fresh fruit from foreign lands is a marvel richer than gold or jewels.

Instrument of the Bards, Cli Lyre common DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. 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 play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre 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.

Iron Bands of Bilarro common DDHC-CM Zikran's Zephyrean Tome Show
The Pupil of the Forgotten common FR-DC-JIBEA When Names Fade Away FR-DC-JIBEA When Names Fade Away Show
Notes:

Ersatz Eye, Wondrous item, common

This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive.

Guardian.
A heartbeat before danger, the smoky iris tightens and a cold page-turn whispers in your ear. Your hand moves before your mind does (+2 initiative while you’re not incapacitated).

Appearance. A tiny, polished orb of smoked glass with a hair-thin slashed-eye sigil drifting inside like an inclusion. Held to the light, faint letters ripple across its surface and vanish.

Story. Forged by scribes of the Eldritch Eye to “complete the face of a witness,” these replacements are traded as alms to the maimed—and as favors to those who prefer to see without being seen.

Cosmetic Manifestations (choose 1–2).

When you focus, a faint ink ring halos the iris for a heartbeat.

In deep darkness, the eye catches the softest glint like wet ink, though it sheds no light.

Whispers & Quirks (narrative only).

Mirrors sometimes blur written names behind you.

Cats and ravens seem unusually interested in your new eye.

Hat of Wizardry common SJ-DC-KEEP Kandlekeep Rekonstruktion SJ-DC-KEEP Kandlekeep Rekonstruktion Show
Notes:

Wondrous item, common (requires attunement by a wizard)
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.

Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, 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.

Scribe’s Chime of Unsealing common FR-DC-JIBEA When Names Fade Away FR-DC-JIBEA When Names Fade Away Show
Notes:

Chime of Opening, Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.

Key. When struck before the crypt gate, the chime’s tone harmonizes with the door’s iron like two tuning forks. Dust motes spiral into neat lines as the bar unlatches itself, as if “correcting” an indexing error.

Appearance. A foot-long, hollow rod of dark electrum etched with ledger lines and a tiny slashed eye near one end. Inside rattles a thin bone sliver that never quite touches the metal—until struck.

How it works (flavor). The tone “re-indexes” the mechanism you target—locks forget they were shut, seals misfile their own bindings, and wards briefly accept you as the proper entry in their ledger.

Quirks (cosmetic only).

While the tone rings, nearby writing straightens as if proofread.

Keys on your belt vibrate faintly in harmony.

If used on a container holding a written secret, the tone briefly harmonizes into a whispered note only the user hears (no information given—just a chill).

Lore. Cult scribes of the Eldritch Eye carried these to “correct” doors that refused to open. Helm’s faithful claim they’re dishonest keys; Vecna’s call them proper citations.