Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Dragon Slayer Longsword
rare
Faerun
DDHC -DDA 01 - Death at Sunset
Show
Notes:
Weapon (Longsword), Rare
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.
Keoghtom's Ointment
uncommon
Faerun
DDHC -DDA 01 - Death at Sunset
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 a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.
Charlatans Die
common
Trade Log
Show
Notes:
Wondrous item, common (requires attunement) Whenever you roll this six-sided die, you can control which number it rolls. Guardian Property: +2 Initiative
Moon-Touched Longsword
common
Trade Log
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.
Gauntlets of Ogre Power
uncommon
Trade Log
Show
Notes:
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Notes: Set: Strength Score, Buff, Handwear
Goggles of Night
common
Faerun
DDEX-1-4 Dues for the Dead
Show
Notes:
Wondrous Item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Magic Candy
common
Faerun
CCC-EU-01 Cinderling Herding
Show
Notes:
Das magische Bonbon ist sternförmig und schmeckt nach Zucker und Anis (Lakritze). In der Tüte befinden sich fünfzig Bonbons. Würfel nach dem Verzehr auf der unten stehenden Tabelle, um zu bestimmen, was mit dem Abenteurer passiert, der es isst, und streiche den Effekt anschließend von der Liste.
D50
- Resize - Roll a d10. Your height changes by a number of inches equal to your roll. If the roll is odd, you shrink. If roll is even, you grow
- Bubbles - You can't speak for the next minute. Whenever you try, bubbles float out of your mouth
- Natural Armor - Your skin takes on a metallic sheen. You gain a +2 bonus to AC for 24 hours
- High volume - You now shout whenever you speak for 1 hour
- Invisible - You are invisible for 1 hour.
- Illuminate - You shine with a bright light in a 30ft radius for the next 2 hours
- Polymorph (Toad) - you Polymorph into a giant toad matching your height for 30 minutes.
- Polymorph (Sheep) - you Polymorph into a sheep 10 minutes.
- Polymorph (Dragon) - you Polymorph into a dragon wyrmling of the color or metal of your choice for 24 hours
- Water breathing - You can now breath underwater for 1 hour.
- NOT invisible - for 1 hour you believe yourself to be invisible. You are not actually invisible
- Stinky butt - You have uncontrollable flatulence for 1d10 minutes
- Pigeon speak - You can only speak in cooing noises for 24 hours. Everyone can still understand & converse with you as normal, but they only hear coos
- Fabulous - 1d100 sparkling motes dance about your head until dawn
- Like a fish - Your skin turns to fish scales for 4 hours
- Like a bird - Your grow feathers which fall out after 4 hours
- Like a bear - You grow thick shaggy fur which falls out after 4 hours
- True North - All compasses in the vicinity point towards you, as if you were true north for a day
- Lend an ear - You can change the size of your ears at will for 24 hours.
- Like a carrot - Your hair turns bright green, and your skin bright orange for 24 hours
- Like an eggplant - Your hair turns bright green, and your skin dark purple for 24 hours
- Flower power - Flowers permanently grow from your head, making it look like you wear a flower crown.
- Like a stag - You permanently grow a set of antlers.
- Like a rabbit - Your ears turn into rabbit ears for 24 hours
- Animal friend - You change into the shape of your favourite animal for 24 hours
- Rainbow - When you move your arms, rainbows trail behind them for 24 hours
- Color coded - Every time you sneeze, your clothes change color
- Where is everyone? - All other adventurers in the party appear invisible to you for the next 10 minutes
- Spooky - You appear as a skeleton for 1 hour.
- Southpaw - If you were right handed, you become left handed, and the other way around for the next hour
- Talk to plants - You can talk to plants for 24 hours
- Like a wizard - You grow a long grey beard that reaches to your knees
- Talk to animals - You can talk to animals for 24 hours
- Ghost Watcher - You can see into the ethereal realm up to 30 ft. for the next 24 hours
- Contagious happiness - When you smile at someone, they must make a DC 10 Charisma saving throw or be forced to smile for 1 minut
- Such a charming monster - when you touch a creature, it turns pastel shades of itself for 1 hour. You can use this ability once
- How did that go again? - You forget how to tie your shoes and have to relearn how to do it.
- Like a ram - You permanently grow a curved pair of ram horns.
- The Golden Goose - For the next hour, you feel compelled to eat a hefty meal. At the end of the hour, if you have eaten, you lay an ornate golden egg (don't need to know how, please don't ask) worth 100 gp.
- Bushy tailed - You grow a fluffy animal tail for one week
- Half gone - You lose all hair on the right side of your body. It grows back after 24 hours
- Sparkly - Your skin sparkles faintly for one week
- Hop hop - For 1 hour you can only move by doing a kangaroo hop.
- Like a lion - your hair grows long and around your face like a lion's mane for 24 hours
- Wrong way round - Your body swivels 180° at the waist for 4 hours
- Like a shark - Your teeth become shark teeth. If you lose a tooth, they grow back within a day.
- What was it doing up there? - A handful of small glass marbles tumble from your nose
- Little star - When you laugh, little glowing stars float from your lips up into the air for 24 hours
- See through - You, your clothes, armor and gear, all become seethrough for 4 hours
- Like a cat - Your eyes change into cat eyes, you permanently gain darkvision (60 feet).
Ersatz Eye
common
Faerun
FR-DC-LFGCON-01 Warren of the Mad Kobold
Show
Notes:
Wondrous Item, common
This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye
socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can’t be removed against your will while you are alive.
Beacon.
You can take a Bonus Action to cause the eye to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
Stone of Luck
uncommon
Faerun
FR-DC-LFGCON-01 Warren of the Mad Kobold
Show
Notes:
Wondrous Item, uncommon
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Guardian.
The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
Hat of Vermin "Pipers Hat"
common
Fey Realm Samsara
WBW-DC-ZODIAC-01 The Pied Piper and the Rat King
Show
Notes:
Wondrous Item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
“The dark blue wizard’s hat, decorated with silvery moons and stars, has two adorable round black mouse ears. Using the command word ‘Fantasia’ summons a non-combatant shadow of rats.”
Minor Property - Guardian:
The item whispers and squeaks warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Enspelled Dagger (Lvl 1 - Jump)
uncommon
Faerun
FR-DC-POP-02 Last Steppe Before Desert
Show
Notes:
Simple Melee Weapon, Enspelled Weapon Level 1: Jump
Bound into this weapon is a level 1 spell (Jump). The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
Spell: Jump
Level 1 Transmutation
Casting Time: Bonus action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Minor Property: Waterborne
This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
Wand of Pyrotechnics
common
Faerun
FR-DC-POP-02 Last Steppe Before Desert
Show
Notes:
Wand, Common
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 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.
Regaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn.
If you expend the wand's last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Minor Property: Compass
You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.
Winged Boots
uncommon
Faerun
DDEX2-10 Cloaks and Shadows
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Wingwear
uncommon
Faerun
DDEX2-10 Cloaks and Shadows
Show
Notes:
Wondrous item, uncommon (requires attunement)
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
Cast-Off Plate Armor
common
Faerun
FR-DC-SCROG-GHH Gilded Hog Heresy
Show
Notes:
Armor (Plate Armor), Common
You can doff this armor as a Magic action.
Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties.
This battered suit of plate armor has clearly seen better days. The metal is dented and scratched, the straps look hastily repaired, and several plates bear hairline cracks that suggest the armor might collapse at any moment. Despite its worn appearance, the armor remains surprisingly sturdy.
Nature's Mantle
uncommon
Faerun
FR-DC-SCROG-GHH Gilded Hog Heresy
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.
While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it.
The cloak carries a pungent boar musk odor that clings stubbornly to it. Curiously, the wearer is the only one who can smell it.
Breastplate
common
Faerun
Purchase Log
Show
Notes:
Medium Armor
Armor Class: 14 + Dex modifier (max 2)
Strength: —
Stealth: —
Weight: 20 lb.
Cost: 400 GP
Helm of Telepathy
uncommon
Faerun
CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines
Show
Notes:
Wondrous item, uncommon (requires attunement)
This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Sending Stones
uncommon
FR-DC-TKM-RGT-01 Charming
Show
Notes:
Wondrous Item, Uncommon
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell.
Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
These sending stones come in the form of a pair of seashells.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
| Name | Rarity | Location | Table ▼ | Result | Source | |
|---|---|---|---|---|---|---|
| Dragon Slayer Longsword | rare | Faerun | DDHC -DDA 01 - Death at Sunset | Show | ||
|
Notes:
Weapon (Longsword), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon. |
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| Keoghtom's Ointment | uncommon | Faerun | DDHC -DDA 01 - Death at Sunset | 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 a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition. |
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| Charlatans Die | common | Trade Log | Show | |||
|
Notes:
Wondrous item, common (requires attunement) Whenever you roll this six-sided die, you can control which number it rolls. Guardian Property: +2 Initiative |
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| Moon-Touched Longsword | common | Trade Log | 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. |
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| Gauntlets of Ogre Power | uncommon | Trade Log | Show | |||
|
Notes:
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. Notes: Set: Strength Score, Buff, Handwear |
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| Goggles of Night | common | Faerun | DDEX-1-4 Dues for the Dead | Show | ||
|
Notes:
Wondrous Item, uncommon |
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| Magic Candy | common | Faerun | CCC-EU-01 Cinderling Herding | Show | ||
|
Notes:
Das magische Bonbon ist sternförmig und schmeckt nach Zucker und Anis (Lakritze). In der Tüte befinden sich fünfzig Bonbons. Würfel nach dem Verzehr auf der unten stehenden Tabelle, um zu bestimmen, was mit dem Abenteurer passiert, der es isst, und streiche den Effekt anschließend von der Liste. D50
|
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| Ersatz Eye | common | Faerun | FR-DC-LFGCON-01 Warren of the Mad Kobold | Show | ||
|
Notes:
Wondrous Item, common This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can’t be removed against your will while you are alive. Beacon. You can take a Bonus Action to cause the eye to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light. |
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| Stone of Luck | uncommon | Faerun | FR-DC-LFGCON-01 Warren of the Mad Kobold | Show | ||
|
Notes:
Wondrous Item, uncommon While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Guardian. |
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| Hat of Vermin "Pipers Hat" | common | Fey Realm Samsara | WBW-DC-ZODIAC-01 The Pied Piper and the Rat King | Show | ||
|
Notes:
Wondrous Item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. “The dark blue wizard’s hat, decorated with silvery moons and stars, has two adorable round black mouse ears. Using the command word ‘Fantasia’ summons a non-combatant shadow of rats.” Minor Property - Guardian: |
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| Enspelled Dagger (Lvl 1 - Jump) | uncommon | Faerun | FR-DC-POP-02 Last Steppe Before Desert | Show | ||
|
Notes:
Simple Melee Weapon, Enspelled Weapon Level 1: Jump Bound into this weapon is a level 1 spell (Jump). The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. Spell: Jump Level 1 Transmutation Minor Property: Waterborne This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. |
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| Wand of Pyrotechnics | common | Faerun | FR-DC-POP-02 Last Steppe Before Desert | Show | ||
|
Notes:
Wand, Common This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 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. Regaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Minor Property: Compass You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north. |
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| Winged Boots | uncommon | Faerun | DDEX2-10 Cloaks and Shadows | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. |
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| Wingwear | uncommon | Faerun | DDEX2-10 Cloaks and Shadows | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. The suit regains all of its expended charges after spending at least 1 hour in an elemental air node. |
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| Cast-Off Plate Armor | common | Faerun | FR-DC-SCROG-GHH Gilded Hog Heresy | Show | ||
|
Notes:
Armor (Plate Armor), Common You can doff this armor as a Magic action. Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties. This battered suit of plate armor has clearly seen better days. The metal is dented and scratched, the straps look hastily repaired, and several plates bear hairline cracks that suggest the armor might collapse at any moment. Despite its worn appearance, the armor remains surprisingly sturdy. |
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| Nature's Mantle | uncommon | Faerun | FR-DC-SCROG-GHH Gilded Hog Heresy | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it. The cloak carries a pungent boar musk odor that clings stubbornly to it. Curiously, the wearer is the only one who can smell it. |
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| Breastplate | common | Faerun | Purchase Log | Show | ||
|
Notes:
Medium Armor Armor Class: 14 + Dex modifier (max 2) |
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| Helm of Telepathy | uncommon | Faerun | CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
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| Sending Stones | uncommon | FR-DC-TKM-RGT-01 Charming | Show | |||
|
Notes:
Wondrous Item, Uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell. Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. These sending stones come in the form of a pair of seashells. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. |
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