Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Wand of Smiles
common
Feywild
WBW-DC-NJ-COU-01 Dear Aery
Show
Notes:
This wand has 3 charges. While holding it, you can use an
action to expend 1 of its charges and target a humanoid you
can see within 30 feet of you. The target must succeed on a
DC 10 Charisma saving throw or be forced to smile for 1
minute.
The wand regains all expended charges daily at dawn. If you
expend the wand's last charge, roll a d20. On a 1, the wand
transforms into a Wand of Scowls.
This magic item has the Confident quirk.
Confident. The item helps its bearer feel self-assured.
Cloak of Billowing
common
Faerun
FR-DC-BOUNTY-01: Beledor Bonechill
Show
Notes:
Wondrous item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
This cloak belonged to the not so famous necromancer Beledor Bonechill and was used to make dramatic effects. It's a black cloak that is ornated with golden threads that depict bones and skulls.
(Guardian) Should the wearer be in danger the depicted bones start to rattle and shake loudly as a warning. (+2 to Initiative)
Tankard of Sobriety
common
Faerun
CCC-3MAGS-ON - Voermstrands Scroll
Show
Notes:
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
The stern face sculpted into the side of this tankard is that of a human man in his late 30s with a finely groomed mustache and beard, and a monocle.
Staff of Adornment
common
Feywild
WBW-DC-NJ-COU-02 Aerys Resolve
Show
Notes:
Staff, common
If you place an object weighing no more than 1 pound (such as
a shard of crystal, an egg, or a stone) above the tip of the staff
while holding it, the object floats an inch from the staff’s tip
and remains there until it is removed or until the staff is no
longer in your possession. The staff can have up to three such
objects floating over its tip at any given time. While holding
the staff, you can make one or more of the objects slowly spin
or turn in place.
This staff is made by web produced by Yarnspinner. It’s an
Archfey quality staff!
Cloak of many Fashions
common
Feywild
WBW-DC-JOQ-01 Dancing at Her Funeral
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.
Staff of Defense
common
SJ-DC-PANDORA-JWEI-03A
Show
Notes:
Staff, weapon, rare (requires attunement by a bard, sorcerer, warlock, or wizard)
Simple weapon, melee weapon
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.
Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Wicked Property:
Whenever the wearer of this staff is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act.
Staff of Adornment
common
Faerun
CCC-3MAGS-ON - Voermstrands Scroll
Show
Notes:
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Flowering hop vines are entwined around the shaft of this light, pale wooden staff. No matter what object(s) float atop it, it smells like fresh hops.
Ring of Mind Shielding
uncommon
Trade Log
Show
Notes:
Ring, Uncommon (Requires Attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Alchemy Jug
uncommon
Faerun
FR-DC-WCAG02-01 Mayhem in the Squallrider
Show
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.
You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute.
The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Periapt of Wound Closure
uncommon
Faerun
FR-DC-BOUNTY-01: Beledor Bonechill
Show
Notes:
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 periapt was filled with necrotic energy and was designed to act as Beledor Bonechills phylactery. Instead of trapping a part of his soul inside it Beledor messed up the ritual and trapped his whole soul in it. Now that Beledor is gone, and the demiplane inside the periapt collapsed, only a small glimmer of the former necrotic properties are left.
Minor Property
Sentinel. This item glows whenever a undead creature is withing 120 feet of it.
Eldaths Sacred Springwater (Keoghtoms Ointment)
uncommon
FR-DC-BOUNTY-01: Beledor Bonechill
Show
Notes:
This glass jar, 3 inches in diameter, contains 5 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 clear blue liquid is infused with the power of a sacred spring blessed by Eldath the goddess of springs and calm waters.
Feywild Shard
uncommon
Feywild
WBW-DC-NJ-COU-01 Dear Aery
Show
Notes:
Wondrous Item, uncommon (requires attunement by a
sorcerer)
This warm crystal glints with the sunset colors of the Feywild
sky and evokes whispers of emotional memory. 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 roll on the Wild Magic
Surge table in the Player’s Handbook. If the result is a spell, it
is too wild to be affected by your Metamagic, and if it
normally requires concentration, it doesn’t require
concentration in this case; the spell lasts for its full duration.
If you don’t have the Wild Magic Sorcerous Origin, once this
property is used to roll on the Wild Magic Surge table, it can’t
be used again until the next dawn.
When the pieces are assembled, it forms the word “A & L”.
This magic item has the Guardian property.
Guardian. The item whispers warning to its bearer, granting
a +2 bonus to initiative if the bearer isn’t incapacitated
Shortsword +1
uncommon
Level Up 5
Catch Up nach AL Regeln
Show
Necklace of Fireballs
rare
Faerun
DDHC-KftGV- 10 - Heart of Ashes
Show
Notes:
Necklace of Fireballs
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Cube of Summoning
rare
Traded
Trade Log
Show
Notes:
Wondrous item, rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can't otherwise be opened. Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn't require Concentration, but you otherwise function as the spell's caster.
1 Summon Abberation
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey
Once the cube summons a creature, the cube can't do so again until the next dawn.
Staff of Defense
rare
Faerun
Trade Log
Show
Notes:
Staff, Rare (Requires Attunement by a Bard, Sorcerer, Warlock, or Wizard)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.
Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
+2 Arcane Grimoire
rare
Using Service Hours for DM Reward
Show
Notes:
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Lorestone (Spellwrought Tattoo of Legend Lore)
rare
Faerun
SJ-DC-PANDORA-JWEI-01
Show
Notes:
Wondrous Item (tattoo), Rare
Gauntlets of Flaming Fury
rare
SJ-DC-PANDORA-JWEI-03B
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.
Cube of Summoning
rare
Faerun
DDHC-KftGV- 10 - Heart of Ashes
Show
Notes:
Wondrous item, rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can't otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn't require Concentration, but you otherwise function as the spell's caster.
1 Summon Abberation
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey
Once the cube summons a creature, the cube can't do so again until the next dawn.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of Smiles | common | Feywild | WBW-DC-NJ-COU-01 Dear Aery | Show | ||
|
Notes:
This wand has 3 charges. While holding it, you can use an The wand regains all expended charges daily at dawn. If you This magic item has the Confident quirk. Confident. The item helps its bearer feel self-assured. |
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| Cloak of Billowing | common | Faerun | FR-DC-BOUNTY-01: Beledor Bonechill | Show | ||
|
Notes:
Wondrous item, common While wearing this cloak, you can use a bonus action to make it billow dramatically. This cloak belonged to the not so famous necromancer Beledor Bonechill and was used to make dramatic effects. It's a black cloak that is ornated with golden threads that depict bones and skulls. (Guardian) Should the wearer be in danger the depicted bones start to rattle and shake loudly as a warning. (+2 to Initiative) |
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| Tankard of Sobriety | common | Faerun | CCC-3MAGS-ON - Voermstrands Scroll | Show | ||
|
Notes:
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. The stern face sculpted into the side of this tankard is that of a human man in his late 30s with a finely groomed mustache and beard, and a monocle. |
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| Staff of Adornment | common | Feywild | WBW-DC-NJ-COU-02 Aerys Resolve | Show | ||
|
Notes:
Staff, common If you place an object weighing no more than 1 pound (such as This staff is made by web produced by Yarnspinner. It’s an |
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| Cloak of many Fashions | common | Feywild | WBW-DC-JOQ-01 Dancing at Her Funeral | 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. |
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| Staff of Defense | common | SJ-DC-PANDORA-JWEI-03A | Show | |||
|
Notes:
Staff, weapon, rare (requires attunement by a bard, sorcerer, warlock, or wizard) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Wicked Property: Whenever the wearer of this staff is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act. |
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| Staff of Adornment | common | Faerun | CCC-3MAGS-ON - Voermstrands Scroll | Show | ||
|
Notes:
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. Flowering hop vines are entwined around the shaft of this light, pale wooden staff. No matter what object(s) float atop it, it smells like fresh hops. |
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| Ring of Mind Shielding | uncommon | Trade Log | Show | |||
|
Notes:
Ring, Uncommon (Requires Attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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| Alchemy Jug | uncommon | Faerun | FR-DC-WCAG02-01 Mayhem in the Squallrider | Show | ||
|
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty. You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. |
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| Periapt of Wound Closure | uncommon | Faerun | FR-DC-BOUNTY-01: Beledor Bonechill | Show | ||
|
Notes:
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 periapt was filled with necrotic energy and was designed to act as Beledor Bonechills phylactery. Instead of trapping a part of his soul inside it Beledor messed up the ritual and trapped his whole soul in it. Now that Beledor is gone, and the demiplane inside the periapt collapsed, only a small glimmer of the former necrotic properties are left. Minor Property Sentinel. This item glows whenever a undead creature is withing 120 feet of it. |
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| Eldaths Sacred Springwater (Keoghtoms Ointment) | uncommon | FR-DC-BOUNTY-01: Beledor Bonechill | Show | |||
|
Notes:
This glass jar, 3 inches in diameter, contains 5 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 clear blue liquid is infused with the power of a sacred spring blessed by Eldath the goddess of springs and calm waters. |
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| Feywild Shard | uncommon | Feywild | WBW-DC-NJ-COU-01 Dear Aery | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement by a This warm crystal glints with the sunset colors of the Feywild When you use a Metamagic option on a spell while you are If you don’t have the Wild Magic Sorcerous Origin, once this When the pieces are assembled, it forms the word “A & L”. This magic item has the Guardian property. Guardian. The item whispers warning to its bearer, granting |
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| Shortsword +1 | uncommon | Level Up 5 | Catch Up nach AL Regeln | Show | ||
| Necklace of Fireballs | rare | Faerun | DDHC-KftGV- 10 - Heart of Ashes | Show | ||
|
Notes:
Necklace of Fireballs This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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| Cube of Summoning | rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, rare This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can't otherwise be opened. Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn't require Concentration, but you otherwise function as the spell's caster. 1 Summon Abberation Once the cube summons a creature, the cube can't do so again until the next dawn. |
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| Staff of Defense | rare | Faerun | Trade Log | Show | ||
|
Notes:
Staff, Rare (Requires Attunement by a Bard, Sorcerer, Warlock, or Wizard) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. |
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| +2 Arcane Grimoire | rare | Using Service Hours for DM Reward | Show | |||
|
Notes:
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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| Lorestone (Spellwrought Tattoo of Legend Lore) | rare | Faerun | SJ-DC-PANDORA-JWEI-01 | Show | ||
|
Notes:
Wondrous Item (tattoo), Rare |
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| Gauntlets of Flaming Fury | rare | SJ-DC-PANDORA-JWEI-03B | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn. |
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| Cube of Summoning | rare | Faerun | DDHC-KftGV- 10 - Heart of Ashes | Show | ||
|
Notes:
Wondrous item, rare This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can't otherwise be opened. Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn't require Concentration, but you otherwise function as the spell's caster. 1 Summon Abberation Once the cube summons a creature, the cube can't do so again until the next dawn. |
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