Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Alchemy Jug x2
uncommon
DDHC-CM Zikran's Zephyrean Tomes
Show
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an 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.
In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Boots of Striding and Springing
uncommon
DDHC-TYP Tales from the Yawning Portal WPM
Show
Notes:
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.
Longbow +1
uncommon
Starting Gold and Lvl 5 Item
Show
Stone of Good Luck
uncommon
DDHC-TYP Tales from the Yawning Portal WPM
Show
Notes:
Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal WPM
Show
Notes:
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.
Valins Diadem (Hat of Disguise)
uncommon
DDHC-CM The Canopic Being
Show
Notes:
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
The hat looks like a Diadem that puts an Tattoo of an eye on your forehead. It glows with a pulsing white light.
Eyes of Minute Seeing
uncommon
DDHC-CM The Canopic Being
Show
Notes:
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Eyes of Minute Seeing
uncommon
CCC-HERO-BK-02-05 Morsels for the Monstrosity
Trade Log
Show
Notes:
These “Aviator Sunglasses” are styled after the fashion worn by the Gnomish tinkerers who developed the first flying contraptions. The eyeglasses are useful in everyday wear as shields from direct sunlight, but they can also help you to see clearly in the workshop, and to get a better look at gauges and controls while in flight. These crystal lenses fit snugly over the eyes, and give your countenance a stylish glint and glimmer when you move in a lit area. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Wind Fan
uncommon
DDAL00-09 Minsc and Boo Undermountain the Musical
Show
Notes:
While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-10 HILL1-1 Arrival
Show
Notes:
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Ring of Warmth (A)
uncommon
CCC-WWC-05 Tyrant Of Orks
CCC-WWC-05 Tyrant Of Orks
Show
Notes:
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
This band of this ring is made of unblemished silver that is slightly cool to the touch.
Chain Mail +1
uncommon
DDHC-TYP Tales from the Yawning Portal WPM
Show
Quiver of the Centaurs
uncommon
Service Reward Season 11
Assignement Service Reward
Show
Notes:
Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives you advantage on social interaction checks to improve the attitude of centaurs. This item functions as a quiver of Ehlonna(see the Dungeon Master’s Guide).
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.
Nereid Shawl
uncommon
Service Reward Season 11
Assignement Service Reward
Show
Notes:
The last vestige of a dying nereid, this delicate, white shawl made of shimmering seafoam is weightless when worn. When underwater, you always know which direction the surface lies. This item functions as a cloak of the manta ray(see the Dungeon Master’s Guide).
While wearing this cloak with its hood up, you can breathe Underwater, and you have a Swimming speed of 60 feet. Pulling the hood up or down requires an action.
Periwinkle's hat of piracy (hat of Wizard)
common
SJ-DC-DWR-03 Red Flag of Dread
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
Dark Shard Amulet
common
CCC-GHC-BK2-09 Breath of Fire
Show
Notes:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron.
While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock 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.
Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party.
Dark Shard Amulet
common
DDAL10-07 Into Darkness
Show
Notes:
This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:
• You can use the amulet as a spellcasting focus for your warlock spells.
• You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock 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.
Wand of Pyrotechnics
common
DDAL 10-05 A Blight in the Darkness
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.
Quor'hin's Hat (Hat of Wizardry)
common
SJ-DC-ECHO-01 Starfall
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
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.
This item is found in Xanathar’s Guide to Everything.
This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one..
Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
Clockwork Amulet
common
DDAL 10-10 Burying the Past
Show
Notes:
A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. 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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Alchemy Jug x2 | uncommon | DDHC-CM Zikran's Zephyrean Tomes | Show | |||
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an 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. In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce. |
||||||
Boots of Striding and Springing | uncommon | DDHC-TYP Tales from the Yawning Portal WPM | Show | |||
Notes:
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. |
||||||
Longbow +1 | uncommon | Starting Gold and Lvl 5 Item | Show | |||
Stone of Good Luck | uncommon | DDHC-TYP Tales from the Yawning Portal WPM | Show | |||
Notes:
Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. |
||||||
Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal WPM | Show | |||
Notes:
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. |
||||||
Valins Diadem (Hat of Disguise) | uncommon | DDHC-CM The Canopic Being | Show | |||
Notes:
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
||||||
Eyes of Minute Seeing | uncommon | DDHC-CM The Canopic Being | Show | |||
Notes:
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
||||||
Eyes of Minute Seeing | uncommon | CCC-HERO-BK-02-05 Morsels for the Monstrosity | Trade Log | Show | ||
Notes:
These “Aviator Sunglasses” are styled after the fashion worn by the Gnomish tinkerers who developed the first flying contraptions. The eyeglasses are useful in everyday wear as shields from direct sunlight, but they can also help you to see clearly in the workshop, and to get a better look at gauges and controls while in flight. These crystal lenses fit snugly over the eyes, and give your countenance a stylish glint and glimmer when you move in a lit area. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
||||||
Wind Fan | uncommon | DDAL00-09 Minsc and Boo Undermountain the Musical | Show | |||
Notes:
While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. |
||||||
Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-10 HILL1-1 Arrival | Show | |||
Notes:
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
||||||
Ring of Warmth (A) | uncommon | CCC-WWC-05 Tyrant Of Orks | CCC-WWC-05 Tyrant Of Orks | Show | ||
Notes:
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. This band of this ring is made of unblemished silver that is slightly cool to the touch. |
||||||
Chain Mail +1 | uncommon | DDHC-TYP Tales from the Yawning Portal WPM | Show | |||
Quiver of the Centaurs | uncommon | Service Reward Season 11 | Assignement Service Reward | Show | ||
Notes:
Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives you advantage on social interaction checks to improve the attitude of centaurs. This item functions as a quiver of Ehlonna(see the Dungeon Master’s Guide). 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. |
||||||
Nereid Shawl | uncommon | Service Reward Season 11 | Assignement Service Reward | Show | ||
Notes:
The last vestige of a dying nereid, this delicate, white shawl made of shimmering seafoam is weightless when worn. When underwater, you always know which direction the surface lies. This item functions as a cloak of the manta ray(see the Dungeon Master’s Guide). While wearing this cloak with its hood up, you can breathe Underwater, and you have a Swimming speed of 60 feet. Pulling the hood up or down requires an action. |
||||||
Periwinkle's hat of piracy (hat of Wizard) | common | SJ-DC-DWR-03 Red Flag of Dread | 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. |
||||||
Dark Shard Amulet | common | CCC-GHC-BK2-09 Breath of Fire | Show | |||
Notes:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock 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. Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party. |
||||||
Dark Shard Amulet | common | DDAL10-07 Into Darkness | Show | |||
Notes:
This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits: |
||||||
Wand of Pyrotechnics | common | DDAL 10-05 A Blight in the Darkness | 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. |
||||||
Quor'hin's Hat (Hat of Wizardry) | common | SJ-DC-ECHO-01 Starfall | Show | |||
Notes:
Wondrous item, common (requires attunement by a wizard) 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. This item is found in Xanathar’s Guide to Everything. This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one.. Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
||||||
Clockwork Amulet | common | DDAL 10-10 Burying the Past | Show | |||
Notes:
A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. 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. |