Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Orb of Gonging common DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard Show
Notes:

This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.

Orb of Direction common FR-DC-LIga-10 Tangled Threads of the Moor FR-DC-LIga-10 Tangled Threads of the Moor Show
Notes:

Wondrous item, common

This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
This seemingly plain glass orb once held a mote of Halaster Blackcloak, known as Professor Halaster. Maybe it will again in the future…

Mithral Armor, Half-Plate uncommon DDHC-KGV-Prisoner 13 DDHC-KGV-Prisoner 13 Show
Notes:

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Manual of Gainful Exercise very_rare DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth DDHC-DMM Dungeon of the Mad Mage Level 16: Crystal Labyrinth Show
Mace of Terror rare DDHC-KGV-13 Fire and Darkness DDHC-KGV-13 Fire and Darkness Show
Lantern of Tracking (Abberations) common DC-PoA-ROG-2: The Cold Eyes of Terror DC-PoA-ROG-2: The Cold Eyes of Terror Show
Notes:

Lantern of Tracking (Wondrous Item, common)

This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its Ylame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. This item is found in Icewind Dale: Rime of the Frostmaiden.

Jade Serpent Staff (Varity unknown) unique Dungeon of the Mad Mage Dungeon of the Mad Mage Level 8 Show
Notes:

It uses the stat block of a giant poisonous snake.
The serpent is a construct that understands and obeys whoever was holding the staff when it transformed.
It has immunity to poison damage and the poisoned condition. It doesn’t require air, food, drink, or sleep.
When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff and breaks into 1d4 + 1 pieces that must be magically mended before the staff can be used again.

Horn of Silent Alarm common FR-DC-LIGA-08 A Song of Closure FR-DC-LIGA-08 A Song of Closure 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.

Half Plate, +2 very_rare BMG VDDW Trading Post Trade Log Show
Green Wizards Hat common BMG VDDW Trading Post v13.1 Purchase Log Show
Notes:

Trinket (treat as if a common magic item)
This green, βloppy, conical wizard’s hat magically contains six different items. Once a day a
character can pull an item out of the hat. Which of the items that appears is determined
randomly using a d6 and the list below. The item lasts for 1 hour.
1. a bouquet that smells like anxiety,
2. cotton candy that envelops and obscures the closest tiny object until the candy is eaten
away (no nutritional value),
3. a single mosquito that prefers to feed on oozes,
4. a watering can βilled with sand,
5. a glowing severed head identical to the head of a living creature closest to the hat’s holder,
6. a 20 ft long-5 ft wide rainbow beam of light that lasts one hour or until dismissed,
Cost 125gp

Green Wizards Hat common Purchase Log Show
Notes:

GREEN WIZARDS HAT
Trinket (treat as if a common magic item)
This green, βloppy, conical wizard’s hat magically contains six different items. Once a day a
character can pull an item out of the hat. Which of the items that appears is determined
randomly using a d6 and the list below. The item lasts for 1 hour.
1. a bouquet that smells like anxiety,
2. cotton candy that envelops and obscures the closest tiny object until the candy is eaten
away (no nutritional value),
3. a single mosquito that prefers to feed on oozes,
4. a watering can βilled with sand,
5. a glowing severed head identical to the head of a living creature closest to the hat’s holder,
6. a 20 ft long-5 ft wide rainbow beam of light that lasts one hour or until dismissed,

Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal, White Plume Mountain Trade Log Show
Gloves of Missile Snaring uncommon DDHC-DMM Dungeon of the Mad Mage Maze Level DDHC-DMM Dungeon of the Mad Mage Maze Level Show
Notes:

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Glimmering Moonbow, Longbow rare DDHC-GOG-Giants of the Star Forge DDHC-GOG-Giants of the Star Forge Show
Notes:

This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn.

Figurine of Wondrous Power (onyx dog) rare DDHC-DMM Dungeon of the Mad Mage Level 15: Obstacle Course DDHC-DMM Dungeon of the Mad Mage Level 15: Obstacle Course Show
Figurine of Wondrous Power (Bronze Griffon) rare DDHC-KGV-13 Fire and Darkness DDHC-KGV-13 Fire and Darkness Show
Elminster’s Hat Of Wizardry common FR-DC-LIGA-03-Doom Reborn FR-DC-LIGA-03-Doom Reborn Show
Notes:

Wondrous Item, Common (Requires Attunement by a Wizard)
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.

You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
This item is found in Xanathar's Guide to Everything, pg. 137.
This red conical hat is very worn.

Dread healm common DDHC-DMM Dungeon of the Mad Mage Level 11 DDHC-DMM Dungeon of the Mad Mage Level 11 Show
Dodecahedron of Doom rare DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard DDHC-DMM Dungeon of the Mad Mage Level 13 Trobriand's Graveyard Show
Notes:

This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.

The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect:

Roll Table to VTT
d12 EFFECT
1–2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one.
3–4 The dodecahedron casts light on itself. The effect lasts until a creature touches the die.
5–6 The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn’t have total cover against the attack.
7–8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes.
11–12 The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour.

Dagger of Venom rare DDHC-DMM Dungeon of the Mad Mage Level 11 DDHC-DMM Dungeon of the Mad Mage Level 11 Show

Unlocked Magic Items