Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Ordine Sage’s Robes (Robe of Useful Items) uncommon Cesar Sozay corpse CCC-Tarot-01-01 Awakeing of Fates Show
Notes:

This Robe of Useful Items has silk patches of various shapes covering it.

While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.

Once the last patch is removed, the robe becomes an ordinary garment.

It has patches for the following:

• a dagger

• steel mirror

• 10 ft. pole

• 50 ft. hempen rope

• a riding horse (mechanical in nature, otherwise the same)

• 4 potions of healing

• a 1st level spell scroll (Detect Magic)

• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.

Dagger +1 uncommon Level 5 Magic Item Rebuild Show
Notes:

Weapon (Dagger), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Wand Of Magic Missiles uncommon Xvarts Village CCC-WWC-01 In the Face of Fear Show
Notes:

This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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

Stone of Good Luck uncommon DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain 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.

Goggles of Night uncommon DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - 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.

+1 Battleaxe uncommon DDHC-KftGV Vidorants Vault DDHC-KftGV Vidorants Vault Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
4 lb.

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

+1 Shortsword uncommon DDHC-KftGV Vidorants Vault DDHC-KftGV Vidorants Vault Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
2 lb.

1d6 Piercing
Finesse, Light
Mastery: Vex
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Gloves of Thievery uncommon DDHC-KftGV Vidorants Vault DDHC-KftGV Vidorants Vault 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.

Ring of Evasion common DDHC-KftGV Vidorants Vault DDHC-KftGV Vidorants Vault Show
Notes:

Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.

Clockwork Amulet common DDAL10-08 Service Rewards S12c 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.

Harengton Spirit Club common Fuzzytale Farm from the Chef as a Reward (EVENT REWARD) DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre Show
Notes:

Event Reward, Harengorn Spirit Club (cannot be traded, only one active reward per character at any give time)

This knotted club houses the spirit of a harengon.

While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn.

Instrument of Scribing common Dreams of the Red Wizards - We're All in This Together Dreams of the Red Wizards - We're All in This Together 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.