Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
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.

+1 Longsword uncommon Traded Trade Log Show
Notes:

Weapon (Dagger), rare
Simple weapon, melee weapon
1 lb.

1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
Weapon, uncommon
Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
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: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Scimitar of Warning uncommon Traded Trade Log Show
Notes:

Weapon, uncommon (requires attunement)
Martial weapon, melee weapon
3 lb.

1d6 Slashing
Finesse, Light
Mastery: Nick
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.

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: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Ring of Telekinesis very_rare Service Rewards Service Rewards S12b Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.

Bag of Tricks (Grey) uncommon Next of the Alpha Peryton CCC-GHC-BK1-09 Scavengers Show
Notes:

Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.

d8 | Creature
1 | Weasel
2 | Giant Rat
3 | Badger
4 | Boar
5 | Panther
6 | Giant Badger
7 | Dire Wolf
8 | Giant Elk

The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
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 Web uncommon In Silky's cave DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre Show
Notes:

Wand, uncommon (requires attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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.

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.

Devotee's Censer rare Dreams of the Red Wizards - We're All in This Together Dreams of the Red Wizards - We're All in This Together Show
Notes:

Weapon (Flail), rare (requires attunement by a cleric or paladin)
Martial weapon, melee weapon
2 lb.

1d8 Bludgeoning
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

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.

Knave's Eye Patch rare DDHC-WDH-7 Service Rewards S12c Show
Notes:

Wondrous item, rare (requires attunement)

While wearing this eye patch, you gain these benefits:

You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.

Chain mail +1 rare DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Heavy armor, rare

You have a +1 bonus to AC while wearing this armor.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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.

+3 Studded Leather Armor legendary DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Light armor, legendary
13 lb.

AC 12 + Dex
You have a +3 bonus to AC while wearing this armor.

Blessing of Protection unique DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Blessing

You gain a +1 bonus to AC and saving throws.

Boots of Striding and Springing uncommon DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - 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.

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.

Ring of Spell Storing rare DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

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.

Ring of Protection very_rare DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Ring, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Necklace of Prayer Beads rare DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain 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.

3x Blessing: Bless
2x Wind Walking: Wind walk
1x Summons: Planar ally

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.