Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Still-moving skeleton of a parrot
common
CCC-GHC-BK1-09_Scavengers
Show
Notes:
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket.
Bag of Tricks (Gray)
common
CCC-GHC-BK1-09_Scavengers
Show
Notes:
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
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 Monster Manual for the creature's statistics.
Creature (1d8)
1 Weasel 5 Panther
2 Giant Rat
6 Giant Badger
3 Badger
7 Dire Wolf
4 Boar
8 Giant Elk
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.
This item can be found in the Dungeon Master’s Guide.
Moon-Touched Scimitar
common
Blue Alley, Waterdeep
DDHC-WDH-03 Blue Alley
Show
Notes:
Weapon (scimitar), common
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.
Bottle of Amnian Wine
common
Blue Alley, Waterdeep
DDHC-WDH-03 Blue Alley
Show
Notes:
They are worth 10 gp each or can be used as flasksof alchemist’s fire in a pinch.
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Cap of Water Breathing
uncommon
Axebreaker Clan Treasury
Keys from the Golden Vault - 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.
Dust of Disappearance
uncommon
Axebreaker Clan Treasury
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wondrous Item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Slippers of Spider Climbing
uncommon
Axebreaker Clan Treasury
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Bloodwell Vial +2
uncommon
Golden Vault
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wondrous Item, rare
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
Lantern of Revealing
uncommon
Blue Alley, Waterdeep
DDHC-WDH-03 Blue Alley
Show
Notes:
Wondrous Item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Basic Rules, pg. 179
Goggles of Night
uncommon
Waterdeep, City of the Dead
DDAL08-02 Beneath the City of the Dead
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. This item is found on Magic Item Table B in the Dungeon Master’s Guide.
These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.
Bag of Holding
uncommon
Level 5 AL
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wondrous Item, uncommon
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.
Wand of Binding
rare
Axebreaker Clan Treasury
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges for the following properties. It 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.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Still-moving skeleton of a parrot | common | CCC-GHC-BK1-09_Scavengers | Show | |||
Notes:
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket. |
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Bag of Tricks (Gray) | common | CCC-GHC-BK1-09_Scavengers | Show | |||
Notes:
Wondrous item, uncommon (requires attunement), Table F Creature (1d8) The creature is friendly to you and your companions, |
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Moon-Touched Scimitar | common | Blue Alley, Waterdeep | DDHC-WDH-03 Blue Alley | Show | ||
Notes:
Weapon (scimitar), common 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. |
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Bottle of Amnian Wine | common | Blue Alley, Waterdeep | DDHC-WDH-03 Blue Alley | Show | ||
Notes:
They are worth 10 gp each or can be used as flasksof alchemist’s fire in a pinch. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. |
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Cap of Water Breathing | uncommon | Axebreaker Clan Treasury | Keys from the Golden Vault - 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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Dust of Disappearance | uncommon | Axebreaker Clan Treasury | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wondrous Item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. |
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Slippers of Spider Climbing | uncommon | Axebreaker Clan Treasury | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. |
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Bloodwell Vial +2 | uncommon | Golden Vault | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wondrous Item, rare To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. |
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Lantern of Revealing | uncommon | Blue Alley, Waterdeep | DDHC-WDH-03 Blue Alley | Show | ||
Notes:
Wondrous Item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. Basic Rules, pg. 179 |
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Goggles of Night | uncommon | Waterdeep, City of the Dead | DDAL08-02 Beneath the City of the Dead | 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. This item is found on Magic Item Table B in the Dungeon Master’s Guide. These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal. |
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Bag of Holding | uncommon | Level 5 AL | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wondrous Item, uncommon 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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Wand of Binding | rare | Axebreaker Clan Treasury | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wand, rare (requires attunement by a Spellcaster) This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. |