Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Quiver of Ehlonna uncommon CCC-GHC-BK1-01 Into the Border Kingdoms Show
Notes:

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

https://www.dndbeyond.com/magic-items/4628-efficient-quiver

Moon-Touched Sword (Longsword) common CCC-GHC-BK1-01 Into the Border Kingdoms Show
Notes:

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

https://www.dndbeyond.com/magic-items/36822-moon-touched-sword

Gray Bag of Tricks uncommon CCC-GHC-BK1-09 Scavengers Show
Notes:

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

https://www.dndbeyond.com/magic-items/4582-bag-of-tricks

Circlet of Blasting uncommon CCC-GHC-BK1-06 Legacy and Virtue Show
Notes:

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.

https://www.dndbeyond.com/magic-items/4603-circlet-of-blasting

Pearl worth 100 gp common Purchase Log Show
Clockwork Amulet common Gnomengarde DDHC-DoIP Gnomengarde Show
Notes:

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.

https://www.dndbeyond.com/magic-items/27042-clockwork-amulet

Pole of Collapsing common Gnomengarde DDHC-DoIP Gnomengarde Show
Notes:

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

https://www.dndbeyond.com/magic-items/27112-pole-of-collapsing

Wand of Pyrotechnics common Gnomengarde DDHC-DoIP Gnomengarde Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

https://www.dndbeyond.com/magic-items/27147-wand-of-pyrotechnics

Hat of Wizardry common Gnomengarde DDHC-DoIP Gnomengarde Show
Notes:

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.

https://www.dndbeyond.com/magic-items/27050-hat-of-wizardry

Mithral Chainmail uncommon Butter Skull Ranch DDHC-DoIP Butterskull Ranch Show
Notes:

Armor (heavy), 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.

https://www.dndbeyond.com/magic-items/5381-mithral-armor

Weapon of Warning (Battleaxe) uncommon Ocean Floor near Tower of Stones DDHC-DoIP Tower of Stones Show
Notes:

Weapon (Battleaxe), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

https://www.dndbeyond.com/magic-items/5504-weapon-of-warning

Wand of Secrets uncommon Ocean Floor near Tower of Stones DDHC-DoIP Tower of Stones Show
Notes:

Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

https://www.dndbeyond.com/magic-items/4797-wand-of-secrets

Cloak of Many Fashions common Ocean Floor near Tower of Stones DDHC-DoIP Tower of Stones Show
Notes:

Wondrous Item, common

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.

https://www.dndbeyond.com/magic-items/27041-cloak-of-many-fashions

Goggles of Night uncommon Mountain's Toe Gold Mine DDHC-DoIP Mountain's Toe Gold Mine Show
Notes:

Wondrous Item, uncommon

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.