Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Hat of Disguise
uncommon
SJ-DC-TTUC-02
SJ-DC-TTUC-02
Show
Notes:
Hat of Disguise
Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Saddle of the Cavalier
uncommon
CCC-GHC-BK2-01 Shadows of Rith Keep
DM Service Reward Season 12A
Show
Spell Scroll of Hold Person
uncommon
DDHC-Dragons of Stormwreck Isle (last chapter and session)
DDHC-Dragons of Stormwreck Isle (last chapter and session)
Show
Helm of Comprehending Languages
uncommon
CCC-DWB-TRM-1: Red Mirage
CCC-DWB-TRM-1: Red Mirage
Show
Notes:
Helm of Comprehending Languages
Wondrous item , uncommon
While wearing this helm , you can use an action to cast the comprehend languages spell from it at will. This wireframe helm vibrates whenever it is used.
This item can be found on Magic Item Table B
Shield, +1
uncommon
DWB Discord AL Trading Post
Trade Log
Show
Notes:
This shield is elegant and wicked in equal parts; the bloodsoaked wood backing of the shield preserves the final terror of heroes slain by the shield's previous owner, while ornate metal of Thayan design on the front of the shield has been forged from the blades of defeated adventurers. When listening carefully to the shield in a quiet environment, one can still hear their screams.
Bag of Holding
uncommon
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Wand of Secrets
uncommon
DDAL08-01 The Map with No Names
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
Wand of Entanglement
uncommon
DDHC-TYP Tales from the Yawning Portal-Sunless Citadel
DDHC-TYP Tales from the Yawning Portal-Sunless Citadel, Session 3
Show
Rod of the Pact Keeper +1, +2 Initiative
uncommon
SJ-DC-FuR The Furious Road!
SJ-DC-FuR The Furious Road!
Show
Ring of Water Walking
uncommon
BMG-MOONEP-MD-01 - The Occupation of Caer Corwell
BMG-MOONEP-MD-01 - The Occupation of Caer Corwell
Show
Notes:
RING OF WATER WALKING
This ring bears the crest of the Sisters of Sinnoria. Engraved
on the inside of the ring is the name Fiona in Elvish.
Helm of Telepathy
uncommon
CCC-GHC-BK1-07-The Peculiar Case of The Selptan Felines
CCC-GHC-BK1-07-The Peculiar Case of The Selptan Felines
Show
Notes:
Wondrous item, uncommon (requires attunement), Table F This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. This item can be found in the Dungeon Master’s Guide
Sword of Vengeance
uncommon
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Notes:
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Night Caller
uncommon
BMG-MOON-MD-04-Lair of Deceit
BMG-MOON-MD-04-Lair of Deceit
Show
Notes:
Wondrous Item, Uncommon
Instead of a crystal whistle, this item appears as side-blown flute made using a single piece bamboo. This instrument was painted repeatedly—each time with the blood of an inhabitant from a forgotten elf village, giving it a dark wood color. A crimson tassel is attached to this flute with its knot hidden inside a small jade carved to look like a skull. This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it
Ring of Truth Telling
uncommon
BMG-MOON-MD-10 - Echoes of the Fallen
BMG-MOON-MD-10 - Echoes of the Fallen
Show
Notes:
Ring, uncommon (requires attunement)
This unassuming ring crafted from black silver features three striking red rubies. Curiously, it appears to possess a consciousness of its own and may withhold its powers until
the following dawn if it senses you speaking falsehoods or engaging in malicious actions. While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.
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.
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
Wand of Fireballs
rare
SJ-DC-NMB1-01 An Enemy
SJ-DC-NMB1-01 An Enemy
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
Weight: 1 lb.
This wand has 7 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast the fireball
spell (save DC 15) from it. For 1 charge, you can cast the 3rd-
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.
Source: Dungeon Master’s Guide p.210
This magic wand has been fashioned into a metal piece that
looks identical to a small, black pistol. When the trigger is
pulled, the fireball is shot out of the barrel like a bullet.
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.
Farm Realm Shard
rare
PO-BK1-6 Beyond the Starry Veil
Trade Log
Show
Notes:
Far Realm Shard wondrous item, rare (requires attunement by a sorcerer), , Value/Weight: 1 lb. Details: This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Hat of Disguise | uncommon | SJ-DC-TTUC-02 | SJ-DC-TTUC-02 | Show | ||
Notes:
Hat of Disguise |
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Saddle of the Cavalier | uncommon | CCC-GHC-BK2-01 Shadows of Rith Keep | DM Service Reward Season 12A | Show | ||
Spell Scroll of Hold Person | uncommon | DDHC-Dragons of Stormwreck Isle (last chapter and session) | DDHC-Dragons of Stormwreck Isle (last chapter and session) | Show | ||
Helm of Comprehending Languages | uncommon | CCC-DWB-TRM-1: Red Mirage | CCC-DWB-TRM-1: Red Mirage | Show | ||
Notes:
Helm of Comprehending Languages |
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Shield, +1 | uncommon | DWB Discord AL Trading Post | Trade Log | Show | ||
Notes:
This shield is elegant and wicked in equal parts; the bloodsoaked wood backing of the shield preserves the final terror of heroes slain by the shield's previous owner, while ornate metal of Thayan design on the front of the shield has been forged from the blades of defeated adventurers. When listening carefully to the shield in a quiet environment, one can still hear their screams. |
||||||
Bag of Holding | uncommon | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Wand of Secrets | uncommon | DDAL08-01 The Map with No Names | 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 | ||
Wand of Entanglement | uncommon | DDHC-TYP Tales from the Yawning Portal-Sunless Citadel | DDHC-TYP Tales from the Yawning Portal-Sunless Citadel, Session 3 | Show | ||
Rod of the Pact Keeper +1, +2 Initiative | uncommon | SJ-DC-FuR The Furious Road! | SJ-DC-FuR The Furious Road! | Show | ||
Ring of Water Walking | uncommon | BMG-MOONEP-MD-01 - The Occupation of Caer Corwell | BMG-MOONEP-MD-01 - The Occupation of Caer Corwell | Show | ||
Notes:
RING OF WATER WALKING |
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Helm of Telepathy | uncommon | CCC-GHC-BK1-07-The Peculiar Case of The Selptan Felines | CCC-GHC-BK1-07-The Peculiar Case of The Selptan Felines | Show | ||
Notes:
Wondrous item, uncommon (requires attunement), Table F This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. This item can be found in the Dungeon Master’s Guide |
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Sword of Vengeance | uncommon | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Notes:
Weapon (any sword), uncommon (requires attunement) Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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Night Caller | uncommon | BMG-MOON-MD-04-Lair of Deceit | BMG-MOON-MD-04-Lair of Deceit | Show | ||
Notes:
Wondrous Item, Uncommon Instead of a crystal whistle, this item appears as side-blown flute made using a single piece bamboo. This instrument was painted repeatedly—each time with the blood of an inhabitant from a forgotten elf village, giving it a dark wood color. A crimson tassel is attached to this flute with its knot hidden inside a small jade carved to look like a skull. This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it |
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Ring of Truth Telling | uncommon | BMG-MOON-MD-10 - Echoes of the Fallen | BMG-MOON-MD-10 - Echoes of the Fallen | Show | ||
Notes:
Ring, uncommon (requires attunement) |
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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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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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Wand of Fireballs | rare | SJ-DC-NMB1-01 An Enemy | SJ-DC-NMB1-01 An Enemy | Show | ||
Notes:
Wand, rare (requires attunement by a Spellcaster) Weight: 1 lb. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you can cast the 3rd- 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. Source: Dungeon Master’s Guide p.210 This magic wand has been fashioned into a metal piece that looks identical to a small, black pistol. When the trigger is pulled, the fireball is shot out of the barrel like a bullet. |
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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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Farm Realm Shard | rare | PO-BK1-6 Beyond the Starry Veil | Trade Log | Show | ||
Notes:
Far Realm Shard wondrous item, rare (requires attunement by a sorcerer), , Value/Weight: 1 lb. Details: This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn. |