Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Splint Armor +1
rare
DDAL05-04 In Dire Need
Show
Notes:
Splint Armor +1
Armor (Splint Armor), Rare
You have a +1 bonus to Armor Class while wearing this armor.
A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar.
Potion of Advantage
uncommon
PO-BK-3-01 A Pirates Life for Me
Show
Notes:
Potion, Uncommon
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
This potion takes the form of a sparkling, golden mist that moves and pours like water.
Potion of Growth
uncommon
PO-BK-3-01 A Pirates Life for Me
Show
Notes:
Potion, uncommon
When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Ring of Swimming
uncommon
PO-BK-3-01 A Pirates Life for Me
Show
Notes:
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Greater Potion of Healing
uncommon
FR-DC-BTW 01 Fathers Conscience
Show
Hat of Wizardry
common
FR-DC-BTW 01 Fathers Conscience
Show
Notes:
Wondrous Item, Common (Requires Attunement by a Wizard)
This helmet is made out of metal. It was used by miners to cast light in its lamp.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, 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.
BEAR CLAW BUN (STRANGE MATERIAL INSIGNIA OF CLAWS)
uncommon
Trade Log
Show
Notes:
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. This handcrafted charm is made from pastry, and shaped to look like a puffy bear claw bun. Topped with almond flakes that simulate the claws extending from the paw, it also smells of cinnamon apples. Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Cloak of Protection
uncommon
Trade Log
Show
Notes:
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Silver Horn of Valhalla
rare
CCC-TRI 05 Hunt of Malar
Show
Notes:
Wondrous Item, Rare
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands.
A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar.
| Horn Type | Spirits | Requirement |
| -------- | -------- | -------- |
| Silver | 2 | None |
Dust of Disappearance
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
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.
Boots of Striding and Springing
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (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.
Driftglobe
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
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.
Stone of Good Luck (Luckstone)
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Wraps of Unarmed Power +2
rare
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous Item, Rare
While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Ring of Protection
common
DDHC-KftGV-08 Vidorants Vault
Show
Notes:
Ring of Protection
Ring, Rare (Requires Attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Spellwrought Tattoo: Fly
uncommon
FR-DC-NG:OE New Gods: Old Enemies
Show
Notes:
Spellwrought Tattoo: Fly
Wondrous item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.
Ring of X-ray Vision
rare
FR-DC-NG:OE New Gods: Old Enemies
Show
Notes:
Ring of X-ray Vision
Ring, Rare (Requires Attunement)
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Song Craft: If this ring is deliberately used to see through another persons clothes the ring starts to scream loudly.
Spellwrought Tattoo: Revivify
uncommon
FR-DC-NG:OE New Gods: Old Enemies
Show
Notes:
Spellwrought Tattoo: Revivify
Wondrous item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.
Spellwrought Tattoo: Haste
uncommon
FR-DC-NG:OE New Gods: Old Enemies
Show
Notes:
Spellwrought Tattoo: Haste
Wondrous item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.
Ring of Jumping
uncommon
DDAL05-10 Giant Diplomacy
Show
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Splint Armor +1 | rare | DDAL05-04 In Dire Need | Show | |||
Notes:
Splint Armor +1 You have a +1 bonus to Armor Class while wearing this armor. A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar. |
||||||
Potion of Advantage | uncommon | PO-BK-3-01 A Pirates Life for Me | Show | |||
Notes:
Potion, Uncommon When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. |
||||||
Potion of Growth | uncommon | PO-BK-3-01 A Pirates Life for Me | Show | |||
Notes:
Potion, uncommon When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. |
||||||
Ring of Swimming | uncommon | PO-BK-3-01 A Pirates Life for Me | Show | |||
Notes:
Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. |
||||||
Greater Potion of Healing | uncommon | FR-DC-BTW 01 Fathers Conscience | Show | |||
Hat of Wizardry | common | FR-DC-BTW 01 Fathers Conscience | Show | |||
Notes:
Wondrous Item, Common (Requires Attunement by a Wizard) This helmet is made out of metal. It was used by miners to cast light in its lamp. Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, 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. |
||||||
BEAR CLAW BUN (STRANGE MATERIAL INSIGNIA OF CLAWS) | uncommon | Trade Log | Show | |||
Notes:
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. This handcrafted charm is made from pastry, and shaped to look like a puffy bear claw bun. Topped with almond flakes that simulate the claws extending from the paw, it also smells of cinnamon apples. Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. |
||||||
Cloak of Protection | uncommon | Trade Log | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws while you wear this cloak. |
||||||
Silver Horn of Valhalla | rare | CCC-TRI 05 Hunt of Malar | Show | |||
Notes:
Wondrous Item, Rare You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar. | Horn Type | Spirits | Requirement | |
||||||
Dust of Disappearance | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | 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. |
||||||
Boots of Striding and Springing | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
Notes:
Wondrous item, uncommon (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. |
||||||
Driftglobe | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | 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. |
||||||
Stone of Good Luck (Luckstone) | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
||||||
Wraps of Unarmed Power +2 | rare | DDHC-KftGV-05 - Tockworth's Clockworks | Show | |||
Notes:
Wondrous Item, Rare While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. |
||||||
Ring of Protection | common | DDHC-KftGV-08 Vidorants Vault | Show | |||
Notes:
Ring of Protection You gain a +1 bonus to Armor Class and saving throws while wearing this ring. |
||||||
Spellwrought Tattoo: Fly | uncommon | FR-DC-NG:OE New Gods: Old Enemies | Show | |||
Notes:
Spellwrought Tattoo: Fly Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7. |
||||||
Ring of X-ray Vision | rare | FR-DC-NG:OE New Gods: Old Enemies | Show | |||
Notes:
Ring of X-ray Vision While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. Song Craft: If this ring is deliberately used to see through another persons clothes the ring starts to scream loudly. |
||||||
Spellwrought Tattoo: Revivify | uncommon | FR-DC-NG:OE New Gods: Old Enemies | Show | |||
Notes:
Spellwrought Tattoo: Revivify Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7. |
||||||
Spellwrought Tattoo: Haste | uncommon | FR-DC-NG:OE New Gods: Old Enemies | Show | |||
Notes:
Spellwrought Tattoo: Haste Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7. |
||||||
Ring of Jumping | uncommon | DDAL05-10 Giant Diplomacy | Show | |||
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |