Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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.
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.
Vidorants Ring
rare
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
Notes:
Wondrous item, rare (requires attunement)
This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.
Only Vidorant can attune to this Ring
Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02
Service Rewards S12c
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tankard of Sobriety
common
CCC-PRIORY-01 Maritime Mayhem
Service Rewards S12c
Show
Notes:
Wondrous item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Sun Blade
rare
DDHC-CCM The Canopic Being
Service Rewards S12c
Show
Notes:
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Studded Leather Armor +2
very_rare
CCC-TRI-23
Service Rewards S12b
Show
Notes:
Armor (studded leather), very rare
You have a +2 bonus to AC while wearing this armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
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.
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.
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.
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.
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.
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
Manual of Quickness of Action
very_rare
CCC-BMG-37 Weakness of Rock
Service Rewards S12b
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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.
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.
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.
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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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. |
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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. |
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Vidorants Ring | rare | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 | Service Rewards S12c | Show | ||
Notes:
Wondrous item, very rare |
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Tankard of Sobriety | common | CCC-PRIORY-01 Maritime Mayhem | Service Rewards S12c | Show | ||
Notes:
Wondrous item, common This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. |
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Sun Blade | rare | DDHC-CCM The Canopic Being | Service Rewards S12c | Show | ||
Notes:
Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Studded Leather Armor +2 | very_rare | CCC-TRI-23 | Service Rewards S12b | Show | ||
Notes:
Armor (studded leather), very rare You have a +2 bonus to AC while wearing this armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. |
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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. |
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Scimitar of Warning | uncommon | Traded | Trade Log | Show | ||
Notes:
Weapon, uncommon (requires attunement) 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. |
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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. |
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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. |
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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. |
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Ring of Evasion | common | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Ring, rare (requires attunement) |
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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. |
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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 |
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Manual of Quickness of Action | very_rare | CCC-BMG-37 Weakness of Rock | Service Rewards S12b | Show | ||
Notes:
Wondrous Item, very rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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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. |
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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. |
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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. |
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Gloves of Thievery | uncommon | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Wondrous item, uncommon |