Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Bloodrider's Helm (Watchful Helm)
very_rare
BMG-MOON-MD-07 Cauldron of Doom
BMG-MOON-MD-07 Cauldron of Doom
Show
Notes:
Fashioned from blackened metal, this warrior’s helm completely covers the forehead and the wearer’s eyes glow red. The interior is lined with patches of skin from sacrificed Northlander warriors. The helm smells of blood and fire to a distance of ten feet.
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.
Book of the Abyss Volume II, Minor Property Guardian
rare
SJDC-Dead in Thay | Abyssal Prisons
SJDC-Dead in Thay | Abyssal Prisons
Show
Notes:
Wonderous Item, Requires Attunement by a Wizard
The cover of the book is made of a black leather that appears to writhe the longer you look at it, as if something underneath the surface were moving. The pages within are made of a thick, parchment-like material that seems to be imbued with dark energy.
It functions as a spellbook for you, with one small restriction, any liquid you attempt to write with beads up and falls off the page, unless it's blood from a humanoid that has died in the past 24 hours. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Demonic Swiftness: You have a +2 to initiative while attuned to the Book of the Abyss, Volume II
Boots of Striding and Springing
uncommon
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous, Uncommon, Minor. 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.
Bow of Melodies
very_rare
FR-DC-LIN4 In the Path of Devastation
FR-DC-LIN4 In the Path of Devastation
Show
Notes:
Source: The Book of Many Things
Weapon (any bow), very rare (requires attunement)
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.
Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Bracers of Defense
rare
Trade Log
Show
Brooch of Shielding
uncommon
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Candle of Invocation
very_rare
DDEP-06-03 Hecatomb Tier 3
DDEP-06-03 Hecatomb Tier 3
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This slender taper is dedicated to a deity and shares that deities alignment. The candle’s alignment can be detected with the detect evil and good spell. Choose an alignment and a deity from the Adventurers League allowed resources and that is appropriate for use by the characters present at this table.
Dedicated Deity: _________________________________________
Dedicated Alignment: ___________________________________
The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spells slots, though the spell’s effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
This item can be found in the Dungeon Master’s Guide.
Cap of Water Breathing
uncommon
DDAL07-17 Cauldron of Sapphire
DDAL07-17 Cauldron of Sapphire
Show
Cauldron of Rebirth
very_rare
BMG-DRW-OD-08 - Lonely Is the Night
BMG-DRW-OD-08 - Lonely Is the Night
Show
Notes:
Wondrous item, very rare (requires attunement by a druid or warlock)
This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spell casting focus for your druid spells, and it functions as a suitable component for the Scrying spell. When you finish a long rest, you can use the cauldron to create a Potion of Greater Healing. The potion lasts for 24 hours, then loses its magic if not consumed.
As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.
If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can't be used again for 7 days.
Chime of OPening
rare
DDEP08-02 Stardock Under Siege
DDEP08-02 Stardock Under Siege
Show
Circlet of Blasting
rare
BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths
BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths
Show
Notes:
Wondrous Item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Cloak of Displacement
rare
CCC-SFBAY-02-01 Old Enemies Arise
CCC-SFBAY-02-01 Old Enemies Arise
Show
Notes:
Wondrous Item, rare
This item is a cloak made from a rare cloth found only in the Feywild. It is covered in blue runes. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Cloak of Many Fashions
common
DDAL-DRW-OD-02 Something Wicked
DDAL-DRW-OD-02 Something Wicked
Show
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Cloak of Many Fashions
common
SJ-DC-ROCK-01 Turmoil in Bral
SJ-DC-ROCK-01 Turmoil in Bral
Show
Cloak of the Manta Ray
uncommon
Trade Log
Show
Clockwork Amulet
common
BMG-MOON-MD-01
BMG-MOON-MD-01-Reverie And Murder
Show
Notes:
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming 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.
Clockwork Amulet
common
BMG-DRW-OD-03 - Something's on the Move
BMG-DRW-OD-03 - Something's on the Move
Show
Clothes of Mending
common
BMG-DRW-OD-06-We Almost Had It All
BMG-DRW-OD-06-We Almost Had It All
Show
Notes:
Wondrous Item, Common
This elegant outfit is tailored perfectly to fit you, is properly fashionable for a Thayan noble,and magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
Crystal Ball of Telepathy
legendary
Trade Log
Show
Cubic Gate
legendary
DDAL08-17 The Tower of Ahghairon
DDAL08-17 The Tower of Ahghairon
Show
Notes:
Wondrous Item, legendary
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each
keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to
planes determined by the GM. You can use an action to press one side of the cube
to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an
action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport
the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube
expends 1 charge. The cube regains 1d3 expended charges daily at dawn. This item can be found on
Magic Item Table I in the Dungeon Master’s Guide.
Created by the wizard Hilather, the six sides of this cube are covered in characters from the language of
Alzhedo. The six sides are keyed to: the Prime Material, the Elemental Plane of Fire, the Nine Hells,
the Far Realm, the Outlands, and Arborea.
Thank you for playing under me! I hope you enjoyed the game.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Bloodrider's Helm (Watchful Helm) | very_rare | BMG-MOON-MD-07 Cauldron of Doom | BMG-MOON-MD-07 Cauldron of Doom | Show | ||
Notes:
Fashioned from blackened metal, this warrior’s helm completely covers the forehead and the wearer’s eyes glow red. The interior is lined with patches of skin from sacrificed Northlander warriors. The helm smells of blood and fire to a distance of ten feet. |
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Book of the Abyss Volume II, Minor Property Guardian | rare | SJDC-Dead in Thay | Abyssal Prisons | SJDC-Dead in Thay | Abyssal Prisons | Show | ||
Notes:
Wonderous Item, Requires Attunement by a Wizard The cover of the book is made of a black leather that appears to writhe the longer you look at it, as if something underneath the surface were moving. The pages within are made of a thick, parchment-like material that seems to be imbued with dark energy. It functions as a spellbook for you, with one small restriction, any liquid you attempt to write with beads up and falls off the page, unless it's blood from a humanoid that has died in the past 24 hours. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. Demonic Swiftness: You have a +2 to initiative while attuned to the Book of the Abyss, Volume II |
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Boots of Striding and Springing | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Wondrous, Uncommon, Minor. 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. |
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Bow of Melodies | very_rare | FR-DC-LIN4 In the Path of Devastation | FR-DC-LIN4 In the Path of Devastation | Show | ||
Notes:
Source: The Book of Many Things Weapon (any bow), very rare (requires attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. |
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Bracers of Defense | rare | Trade Log | Show | |||
Brooch of Shielding | uncommon | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Candle of Invocation | very_rare | DDEP-06-03 Hecatomb Tier 3 | DDEP-06-03 Hecatomb Tier 3 | Show | ||
Notes:
Wondrous Item, Very Rare (Requires Attunement) This slender taper is dedicated to a deity and shares that deities alignment. The candle’s alignment can be detected with the detect evil and good spell. Choose an alignment and a deity from the Adventurers League allowed resources and that is appropriate for use by the characters present at this table. Dedicated Deity: _________________________________________ Dedicated Alignment: ___________________________________ The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spells slots, though the spell’s effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. This item can be found in the Dungeon Master’s Guide. |
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Cap of Water Breathing | uncommon | DDAL07-17 Cauldron of Sapphire | DDAL07-17 Cauldron of Sapphire | Show | ||
Cauldron of Rebirth | very_rare | BMG-DRW-OD-08 - Lonely Is the Night | BMG-DRW-OD-08 - Lonely Is the Night | Show | ||
Notes:
Wondrous item, very rare (requires attunement by a druid or warlock) This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spell casting focus for your druid spells, and it functions as a suitable component for the Scrying spell. When you finish a long rest, you can use the cauldron to create a Potion of Greater Healing. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space. If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can't be used again for 7 days. |
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Chime of OPening | rare | DDEP08-02 Stardock Under Siege | DDEP08-02 Stardock Under Siege | Show | ||
Circlet of Blasting | rare | BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths | BMG-MOON-SOC-03 / PO-MOON-03- A Collection of Truths | Show | ||
Notes:
Wondrous Item, uncommon |
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Cloak of Displacement | rare | CCC-SFBAY-02-01 Old Enemies Arise | CCC-SFBAY-02-01 Old Enemies Arise | Show | ||
Notes:
Wondrous Item, rare This item is a cloak made from a rare cloth found only in the Feywild. It is covered in blue runes. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
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Cloak of Many Fashions | common | DDAL-DRW-OD-02 Something Wicked | DDAL-DRW-OD-02 Something Wicked | Show | ||
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. |
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Cloak of Many Fashions | common | SJ-DC-ROCK-01 Turmoil in Bral | SJ-DC-ROCK-01 Turmoil in Bral | Show | ||
Cloak of the Manta Ray | uncommon | Trade Log | Show | |||
Clockwork Amulet | common | BMG-MOON-MD-01 | BMG-MOON-MD-01-Reverie And Murder | Show | ||
Notes:
Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming 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. |
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Clockwork Amulet | common | BMG-DRW-OD-03 - Something's on the Move | BMG-DRW-OD-03 - Something's on the Move | Show | ||
Clothes of Mending | common | BMG-DRW-OD-06-We Almost Had It All | BMG-DRW-OD-06-We Almost Had It All | Show | ||
Notes:
Wondrous Item, Common This elegant outfit is tailored perfectly to fit you, is properly fashionable for a Thayan noble,and magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. |
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Crystal Ball of Telepathy | legendary | Trade Log | Show | |||
Cubic Gate | legendary | DDAL08-17 The Tower of Ahghairon | DDAL08-17 The Tower of Ahghairon | Show | ||
Notes:
Wondrous Item, legendary Created by the wizard Hilather, the six sides of this cube are covered in characters from the language of Thank you for playing under me! I hope you enjoyed the game. |