Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Wand of Lightning Bolts
rare
DDHC-TYP The Hidden Shrine of Tamoachan
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand is a silvery rod, actually made from a copper-nickel alloy,
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Robe of Useful Items
uncommon
DDAL10-04 Cold Benevolence
Show
Notes:
Wondrous Item, uncommon
´This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Steel mirror
• 10-foot pole
• Hempen rope (50 feet, coiled)
• Sack
In addition, the robe has seven other patches. The DM chooses the patches or determines them randomly.
1: 10 gems worth 100 gp each
2: 10 gems worth 100 gp each
3: 4 potions of healing
4: 4 potions of healing
5: Spell Scroll of Dispel Magic
6: Spell Scroll of Remove Curse
7: Spell Scroll of Revivify
Random Patches Table
d100 Patch
01–08 Bag of 100 gp
09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself
23–30 10 gems worth 100 gp each
31–44 Wooden ladder (24 feet long)
45–51 A riding horse with saddle bags 52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60–68 4 potions of healing
69–75 Rowboat (12 feet long)
76–83 Spell scroll containing one spell of 1st to 3rd level
84–90 2 mastiffs
91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97–00 Portable ram
Moon-Touched Sword (Rapier)
common
CCC-GAD02-01 The Monster Within
Show
Notes:
Weapon (rapier), common
This silver blade is forged to resemble a long tentacle that twists out to a sharp point.
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:
Wondrous Item, uncommon (requires attunement)
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.
Glaive, +1
uncommon
Purchase Log
Show
Notes:
Weapon (glaive), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Belt of Hill Giant Strength (“Fat” Markoth’s Cummerbund)
rare
Tier 2 Adventure Reward
Show
Notes:
Wondrous Item, rare (requires attunement)
Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion."
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your
Strength without the belt is equal to or greater than 21.
Glaive, +2
rare
Service Reward: Repeatable Reward
Show
Notes:
Weapon (glaive), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Wand Of Fireballs
rare
Trade Log
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand is made of pure gold and is adorned with a large ruby on top. It is inlaid with beautiful script from Aumunator’s holy works written in Netherese. While attuned to this wand, you can speak and read Netherese and feel as though Aumunator himself is watching over you, almost judgmentally.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast fireball (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
Staff of the Woodlands
common
DDAL07-08 Putting the Dead to Rest
Show
Notes:
Weapon (quarterstaff), rare (requires attunement by a druid)
This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches—complete with tiny, string bridges connecting tiny, straw houses.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily a dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC:
- animal friendship (1 charge)
- speak with animals (1 charge)
- barkskin (2 charges)
- locate animals or plants (2 charges)
- speak with plants (3 charges)
- awaken (5 charges),
- wall of thorns (6 charges)
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Asharam’s Orb of Ensnaring (Iron Bands of Bilarro)
rare
CCC-DRUID-01 The Scourge Unseen
Show
Notes:
Wondrous Item, rare
This item is always chilly to the touch and, at first sight, appears to be a solid iron ball not unlike a large bearing. Closer inspection reveals fine lines that make up minutely elaborate whorls and swirls on the ball’s surface. Even closer inspection reveals short passages written in celestial runes. Anyone who can read celestial or who uses a comprehend languages spell (or an otherwise similar ability) discerns the following sentence—the sphere’s command phrase—in the writing: “Bind the Stinger to the floor and force the singer to sing no more.”
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Mace of Smiting
common
DDAL07-06 Fester and Burn
Show
Notes:
Weapon (mace), rare
The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Longrest Blanket (Cloak of Many Fashions)
common
Service Reward: Common or Uncommon
Show
Notes:
Wondrous item, common
This cloak feels cold or warm to the touch, depending on which temperature would make the user more comfortable.
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.
Guardian: This magic item eases the mind and makes it clearer, and has the Guardian minor property (The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.)
Clothes of Mending
common
Service Reward: Common or Uncommon
Show
Notes:
Wondrous item, common
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Temperate: The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Armor of Vulnerability (Slashing)
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing (Slashing). The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Chain Mail, +1
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Armor (heavy), rare (+1)
You have a +1 bonus to AC while wearing this armor.
Goggles of Night
uncommon
TYP Ch.4 White Plume Mountain
Show
Notes:
Wondrous item, uncommon
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.
Ring of Protection
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
When found this ring contained 2 x Mirror Image castings
Stone of Good Luck
uncommon
TYP Ch.4 White Plume Mountain
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.
Name | Rarity | Location | Table | Result | Source | |
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Wand of Lightning Bolts | rare | DDHC-TYP The Hidden Shrine of Tamoachan | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. |
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Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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Robe of Useful Items | uncommon | DDAL10-04 Cold Benevolence | Show | |||
Notes:
Wondrous Item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: 1: 10 gems worth 100 gp each Random Patches Table |
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Moon-Touched Sword (Rapier) | common | CCC-GAD02-01 The Monster Within | Show | |||
Notes:
Weapon (rapier), common |
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Gauntlets of Ogre Power | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Glaive, +1 | uncommon | Purchase Log | Show | |||
Notes:
Weapon (glaive), uncommon Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Belt of Hill Giant Strength (“Fat” Markoth’s Cummerbund) | rare | Tier 2 Adventure Reward | Show | |||
Notes:
Wondrous Item, rare (requires attunement) |
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Glaive, +2 | rare | Service Reward: Repeatable Reward | Show | |||
Notes:
Weapon (glaive), rare Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Wand Of Fireballs | rare | Trade Log | Show | |||
Notes:
Wand, rare (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast fireball (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. |
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Staff of the Woodlands | common | DDAL07-08 Putting the Dead to Rest | Show | |||
Notes:
Weapon (quarterstaff), rare (requires attunement by a druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily a dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |
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Asharam’s Orb of Ensnaring (Iron Bands of Bilarro) | rare | CCC-DRUID-01 The Scourge Unseen | Show | |||
Notes:
Wondrous Item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn. |
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Mace of Smiting | common | DDAL07-06 Fester and Burn | Show | |||
Notes:
Weapon (mace), rare When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. |
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Longrest Blanket (Cloak of Many Fashions) | common | Service Reward: Common or Uncommon | 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. Guardian: This magic item eases the mind and makes it clearer, and has the Guardian minor property (The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.) |
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Clothes of Mending | common | Service Reward: Common or Uncommon | Show | |||
Notes:
Wondrous item, common |
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Armor of Vulnerability (Slashing) | rare | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Armor (plate), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
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Chain Mail, +1 | rare | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Armor (heavy), rare (+1) |
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Goggles of Night | uncommon | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon |
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Ring of Protection | rare | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) |
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Ring of Spell Storing | rare | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. When found this ring contained 2 x Mirror Image castings |
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Stone of Good Luck | uncommon | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |