Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Necklace of Adaptation uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.

Wand of Secrets uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Wand, uncommon
1 lb.
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.

+1 Whip uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Weapon (Whip), uncommon
Martial weapon, melee weapon
3 lb.

1d4 Slashing
Finesse, Reach
Mastery: Slow
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Enspelled (Shield/Level 1) Studded Leather Armor uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Light armor (studded leather armor), uncommon (requires attunement)
13 lb.

AC 12 + Dex
Bound into this armor is a level 1 spell. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.

The spell's saving throw DC is 13, and its attack bonus is +5.

Trident of Fish Command uncommon DDHC-DD-07 Before the Storm DDHC-DD-07 Before the Storm Show
Notes:

Weapon (Trident), Uncommon (Requires Attunement)
Martial Weapon, Melee Weapon
4 lb.

1d8 Piercing
Thrown (20/60 ft.), Versatile (1d10)
Mastery: Topple
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.

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.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Periapt of Wound Closure uncommon DDHC-DD-07 Before the Storm DDHC-DD-07 Before the Storm Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)
1 lb.
While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Stone of Good Luck uncommon DDHC-DD-07 Before the Storm DDHC-DD-07 Before the Storm 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.

Cloak of Billowing common FR-DC-XMAS-01 Silent Night D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous item, common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.

Guardian. The item whispers and squeaks warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Horn of Silent Alarm common DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Wondrous item, common
This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn's blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.

Clockwork Amulet common DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Hat of Vermin common WBW-DC-ZODIAC-01 THE PIPER AND THE RAT KING D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous item, common
This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is Indifferent toward you and other creatures, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 Hit Points. The hat regains all expended charges daily at dawn.

Guardian. The item whispers and squeaks warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Veteran's Cane common WBW-DC-ZION-03 Noctis' Sacrifice WBW-DC-ZION-03 Noctis' Sacrifice Show
Notes:

Wondrous item, common
As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.

Flute of Scribing common DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Wondrous item, common
This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.

Pole of Collapsing common WBW-DC-AO-TCFC02 It's a Hard Rock Life D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous item, common
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole's weight doesn't change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.

Guardian. The item whispers and squeaks warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.