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.

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.

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.

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.

Bracers of Archery uncommon Found by the Leader of the Hobgoblins at the gate DDAL05-02 The Black Road Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide.

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a
warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

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.

Nolzur's Marvelous Pigments very_rare DDHC-TYP-6 Service Rewards S12b Show
Notes:

Wondrous item, very rare
This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted.

When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.

No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.

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.

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.

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.

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.

Tome of Clear Thought very_rare DDHC-TYP-6 Service Rewards S12c Show
Notes:

Wondrous item, very rare
5 lb.
This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

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.

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.

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.

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