Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
☐ Hearth of the Wyrm "Orb of Direction"
common
FR-DC-CHROME THE CHROMI CONCLAVE
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.
"It is said that this legendary gem was made from the heart of the first red wyrmling, which was slain by adventurers. Myths say that the gem draws its wielder north where the wyrmlings mother lays slain beneath the eternal ice.
While holding the gem one can also call upon the knowledge of the dragons, temporarily gaining the ability to speak draconic."
Minor Property: Language (Draconic)
☐ Goggles of Night
uncommon
DDAL 10-01 The Frozen North
Show
Notes:
Goggles of Night
Wondrous item, uncommon
These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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.
☐ Enchanted Silver Dragon Scale "Periapt of Wound closure"
common
FR-DC-CHROME THE CHROMI CONCLAVE
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
"This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light."
Minor Property: Sentinel (Dragon)
☐ Dwarven Plate
very_rare
DM-Reward
Show
Notes:
Dwarven Plate
Armor (plate), very rare
Armor Class: 20
Weight: 65lb.
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
☐ Driftglobe
uncommon
DDHC-CM-01 The Joy of Extradimensional Spaces
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses)
uncommon
FR-DC-CHROME THE CHROMI CONCLAVE
Show
Notes:
Wondrous Item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
"This feels just wrong."
☐ Deck of Illusions
uncommon
DDHC-QftIS-01 Lost City
Show
Notes:
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts - Red dragon
King of hearts - Knight and four guards
Queen of hearts - Succubus or incubus
Jack of hearts - Druid
Ten of hearts - Cloud giant
Nine of hearts - Ettin
Eight of hearts - Bugbear
Two of hearts - Goblin
Ace of diamonds - Beholder
King of diamonds - Archmage and mage apprentice
Queen of diamonds - Night hag
Jack of diamonds - Assassin
Ten of diamonds - Fire giant
Nine of diamonds - Ogre mage
Eight of diamonds - Gnoll
Two of diamonds - Kobold
Ace of spades - Lich
King of spades - Priest and two acolytes
Queen of spades - Medusa
Jack of spades - Veteran
Ten of spades - Frost giant
Nine of spades - Troll
Eight of spades- Hobgoblin
Two of spades - Goblin
Ace of clubs - Iron golem
King of clubs - Bandit captain and three bandits
Queen of clubs - Erinyes
Jack of clubs - Berserker
Ten of clubs - Hill giant
Nine of clubs - Ogre
Eight of clubs - Orc
Two of clubs - Kobold
Jokers (2) - You (the deck's owner)
☐ Cloak of Protection
uncommon
DDHC-QftIS-01 Lost City
Show
Notes:
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
☐ Cloak of Elvenkind
uncommon
DDHC-QftIS-01 Lost City
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
☐ Circlet of Blasting
uncommon
CC-GHC-BK1-06_Legacy_and_Virtue
Show
Notes:
Circlet of Blasting
Wondrous item, uncommon, Table F
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
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.
☐ Bracers of Archery
uncommon
DDAL05-02 The Black Road
Show
Notes:
Bracers of Archery
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.
☐ Book Club (Flail +1)
uncommon
DDHC-CM-01 The Joy of Extradimensional Spaces
Show
Notes:
weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
One of its books breaks free with a length of chain still attached and functions as a +1 flail. The book is entitled Martial Attack Techniques.
☐ Blackztaff (Unbreakable Staff of the Python
uncommon
FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys
Show
Notes:
Blackztaff (Unbreakable Staff of the Python)
Staff, uncommon (requires attunement by a Cleric, Druid, or Warlock)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
The gilded inlay of a flying snake extends over the length of this handsome black staff. When activated with the command word “Ffanksss”, the staff transforms into a bright green snake with a scale pattern across its back that resembles wings. (This staff can only be broken by the casting of an awaken spell on its snake form. Otherwise, the staff will never shatter or break.)
Unbreakable. The item can’t be broken. Special means must be used to destroy it.
☐ Bag of Holding
uncommon
DRW-INT-01 Big Problems
Show
Notes:
Bag of Holding
Wondrous item, uncommon
A red leather bag.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
☑ Adamantine Plate (Uncommon)
uncommon
Trade Log
Show
Notes:
Adamantine Plate (Uncommon)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Name ▼ | Rarity | Location | Table | Result | Source | |
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☐ Hearth of the Wyrm "Orb of Direction" | common | FR-DC-CHROME THE CHROMI CONCLAVE | Show | |||
Notes:
Wondrous Item, Common |
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☐ Goggles of Night | uncommon | DDAL 10-01 The Frozen North | Show | |||
Notes:
Goggles of Night Wondrous item, uncommon These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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. |
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☐ Enchanted Silver Dragon Scale "Periapt of Wound closure" | common | FR-DC-CHROME THE CHROMI CONCLAVE | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. "This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light." Minor Property: Sentinel (Dragon) |
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☐ Dwarven Plate | very_rare | DM-Reward | Show | |||
Notes:
Dwarven Plate While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
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☐ Driftglobe | uncommon | DDHC-CM-01 The Joy of Extradimensional Spaces | Show | |||
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses) | uncommon | FR-DC-CHROME THE CHROMI CONCLAVE | Show | |||
Notes:
Wondrous Item, uncommon As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. "This feels just wrong." |
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☐ Deck of Illusions | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wondrous item, uncommon Playing Card Illusion |
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☐ Cloak of Protection | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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☐ Cloak of Elvenkind | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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☐ Circlet of Blasting | uncommon | CC-GHC-BK1-06_Legacy_and_Virtue | Show | |||
Notes:
Circlet of Blasting |
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☐ Bracers of Archery | uncommon | DDAL05-02 The Black Road | Show | |||
Notes:
Bracers of Archery 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 |
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☐ Book Club (Flail +1) | uncommon | DDHC-CM-01 The Joy of Extradimensional Spaces | Show | |||
Notes:
weapon (flail), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. |
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☐ Blackztaff (Unbreakable Staff of the Python | uncommon | FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys | Show | |||
Notes:
Blackztaff (Unbreakable Staff of the Python) You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. The gilded inlay of a flying snake extends over the length of this handsome black staff. When activated with the command word “Ffanksss”, the staff transforms into a bright green snake with a scale pattern across its back that resembles wings. (This staff can only be broken by the casting of an awaken spell on its snake form. Otherwise, the staff will never shatter or break.) Unbreakable. The item can’t be broken. Special means must be used to destroy it. |
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☐ Bag of Holding | uncommon | DRW-INT-01 Big Problems | Show | |||
Notes:
Bag of Holding Wondrous item, uncommon A red leather bag. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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☑ Adamantine Plate (Uncommon) | uncommon | Trade Log | Show | |||
Notes:
Adamantine Plate (Uncommon) |