Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Last Light of Northkeep (Candle of the Deep)
common
CCC-BWM-02 The City in the Depths
Show
Notes:
Wondrous Item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Dwarven Thrower
common
DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 15
Show
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Pipe of Remembrance
common
DDHC00-GSM The Sinister Secret of Saltmarsh
Show
Notes:
Wondrous Item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
Charm of Plant Command
common
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Wondrous Item, rare (requires attunement)
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Cloak of Protection
uncommon
DDHC-GoSM Salvage Operation
Show
Notes:
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Sentinel Shield
uncommon
DDHC-GoSM Salvage Operation
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Moon Sickle +1
uncommon
DDHC-GoSM Salvage Operation
Show
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it
Boots of Striding and Springing
uncommon
DDHC-GoSM Isle of the Abbey
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.
Cloak of the Manta Ray
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon
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.
Necklace of Adaptation
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Staff of the Python
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Staff, uncommon (requires attunement by a Cleric, Druid, or Warlock)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Wand of Magic Missiles
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 crumbles into ashes and is destroyed.
Headband of Intellect
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Immovable Rod
uncommon
CCC-ARCANA-01 The Phantom Pursuit
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success
Medallion of thoughts
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn
Necklace of Adaptation
uncommon
CCC-RPSG-01 Ooze There
Show
Notes:
Wondrous Item, uncommon, requires attunement
A rectangular shard of pearlescent shell dangles from this chain of chased links. By speaking the motto of the Company of the Pearl Shell (Dive Deep, Thrive Rich), its wearer can cause the shell to shed bright light in a 10-ft radius and dim light for an additional 10- ft, or extinguish the light.
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Brooch of shielding
uncommon
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Figurine of Wondrous Power (Silver Raven)
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
Mariner's Scale Mail
uncommon
DDHC00-GSM The Sinister Secret of Saltmarsh
Show
Notes:
Armor (scale mail), uncommon
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Cursed Luckstone
uncommon
DDHC00-GSM The Sinister Secret of Saltmarsh
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage.
Name | Rarity ▲ | Location | Table | Result | Source | |
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Last Light of Northkeep (Candle of the Deep) | common | CCC-BWM-02 The City in the Depths | Show | |||
Notes:
Wondrous Item, common |
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Dwarven Thrower | common | DDHC-DMM Waterdeep: Dungeon of the Mad Mage - T3, 15 | Show | |||
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) |
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Pipe of Remembrance | common | DDHC00-GSM The Sinister Secret of Saltmarsh | Show | |||
Notes:
Wondrous Item, common |
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Charm of Plant Command | common | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, rare (requires attunement) This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. |
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Cloak of Protection | uncommon | DDHC-GoSM Salvage Operation | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Sentinel Shield | uncommon | DDHC-GoSM Salvage Operation | Show | |||
Notes:
Armor (shield), uncommon |
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Moon Sickle +1 | uncommon | DDHC-GoSM Salvage Operation | Show | |||
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it |
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Boots of Striding and Springing | uncommon | DDHC-GoSM Isle of the Abbey | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Cloak of the Manta Ray | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon |
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Necklace of Adaptation | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Staff of the Python | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Staff, uncommon (requires attunement by a Cleric, Druid, or Warlock) On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |
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Wand of Magic Missiles | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wand, uncommon 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 crumbles into ashes and is destroyed. |
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Headband of Intellect | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Immovable Rod | uncommon | CCC-ARCANA-01 The Phantom Pursuit | Show | |||
Notes:
Rod, uncommon |
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Medallion of thoughts | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Necklace of Adaptation | uncommon | CCC-RPSG-01 Ooze There | Show | |||
Notes:
Wondrous Item, uncommon, requires attunement |
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Brooch of shielding | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Figurine of Wondrous Power (Silver Raven) | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. |
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Mariner's Scale Mail | uncommon | DDHC00-GSM The Sinister Secret of Saltmarsh | Show | |||
Notes:
Armor (scale mail), uncommon This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. |
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Cursed Luckstone | uncommon | DDHC00-GSM The Sinister Secret of Saltmarsh | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage. |