Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amulet of the Devout, +2
rare
Trade Log
Show
Arcane Grimoire, +1
uncommon
DDALPG v13
Purchase Log
Show
Arcane Grimoire, +2
rare
DDHC-KGV-07 - Axe from the Grave
DDHC-KGV-07 - Axe from the Grave
Show
Bitter Wrath (Frostbrand Rapier)
very_rare
DDAL07-09 Unusual Opposition
DDAL07-09 Unusual Opposition
Show
Book of Trios, Arcane Grimore +3
very_rare
BMG-MOON-MD-08 Down the Rabbit Hole
Trade Log
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Wizard) This old book, titled “Book of Trios,” is remarkably well-preserved. Its brown and gold cover is coated with a fine layer of pixie dust, which gets on everything it touches. When a spell is cast from the book, the pixie dust swirls into a glittering aura of arcane energy around the caster. While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity (+3). You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Brazier of Commanding Fire Elementals
rare
DDHC-KGV-13-Fire and Darkness
DDHC-KGV-13-Fire and Darkness
Show
Cap of Water Breathing
uncommon
DDHC-KGV-Prisoner 13
DDHC-KGV-Prisoner 13
Show
Notes:
Wondrous item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Chest of preserving
common
DDHC-DMM Dungeon of the Mad Mage Level 10 Muiral's Gauntlet
DDHC-DMM Dungeon of the Mad Mage Level 10 Muiral's Gauntlet
Show
Cli Lyre
rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
Dagger of Venom
rare
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.
Dread healm
common
DDHC-DMM Dungeon of the Mad Mage Level 11
DDHC-DMM Dungeon of the Mad Mage Level 11
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.
Figurine of Wondrous Power (Bronze Griffon)
rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
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
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.
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.
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal, White Plume Mountain
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,
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Amulet of the Devout, +2 | rare | Trade Log | Show | |||
Arcane Grimoire, +1 | uncommon | DDALPG v13 | Purchase Log | Show | ||
Arcane Grimoire, +2 | rare | DDHC-KGV-07 - Axe from the Grave | DDHC-KGV-07 - Axe from the Grave | Show | ||
Bitter Wrath (Frostbrand Rapier) | very_rare | DDAL07-09 Unusual Opposition | DDAL07-09 Unusual Opposition | Show | ||
Book of Trios, Arcane Grimore +3 | very_rare | BMG-MOON-MD-08 Down the Rabbit Hole | Trade Log | Show | ||
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Wizard) This old book, titled “Book of Trios,” is remarkably well-preserved. Its brown and gold cover is coated with a fine layer of pixie dust, which gets on everything it touches. When a spell is cast from the book, the pixie dust swirls into a glittering aura of arcane energy around the caster. While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity (+3). You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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Brazier of Commanding Fire Elementals | rare | DDHC-KGV-13-Fire and Darkness | DDHC-KGV-13-Fire and Darkness | Show | ||
Cap of Water Breathing | uncommon | DDHC-KGV-Prisoner 13 | DDHC-KGV-Prisoner 13 | Show | ||
Notes:
Wondrous item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
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Chest of preserving | common | DDHC-DMM Dungeon of the Mad Mage Level 10 Muiral's Gauntlet | DDHC-DMM Dungeon of the Mad Mage Level 10 Muiral's Gauntlet | Show | ||
Cli Lyre | rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
Dagger of Venom | rare | 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 |
||||||
Dread healm | common | DDHC-DMM Dungeon of the Mad Mage Level 11 | DDHC-DMM Dungeon of the Mad Mage Level 11 | 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) |
||||||
Figurine of Wondrous Power (Bronze Griffon) | rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
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 | ||
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. |
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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. |
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Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal, White Plume Mountain | 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) |
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Green Wizards Hat | common | Purchase Log | Show | |||
Notes:
GREEN WIZARDS HAT |