Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Necklace of Prayer Beads
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 (6) magic beads made from aquamarine, black pearl, or topaz. It also has many non-magical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
Bead types
Roll | Name | Spell
1-6 | Blessing | Bless
7-12 | Curing | Cure Wounds (2nd level) or Lesser Restoration
13-16 | Favor | Greater Restoration
17-18 | Smiting | Branding Smite
19 | Summons | Planar Ally
20 | Wind walking | Wind Walk
Beads in this Prayer Beads (rolls: 2, 2, 8, 10, 16, 17)
• 5 x Curing
• 1 x Favor
Rod of the Pact Keeper +2
rare
Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Rod, rare (requires attunement by a Warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Rogue’s Mantle
rare
Service Reward: Rogue’s Mantle
Show
Notes:
Wondrous Item, rare (requires attunement)
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.
Ring of Feather Falling
rare
Service Reward: Ring of Feather Falling
Show
Notes:
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
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.
Instrument of the Bards (Cli Lyre)
rare
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Vicious Weapon (Halberd)
rare
Trade Log
Show
Notes:
Weapon (halberd), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
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.
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.
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.
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
Brooch of Shielding
uncommon
Service Reward: Brooch of Shielding
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.
Wand of Magic Missiles
uncommon
Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express
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.
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.
Mithral Armor (Chainmail)
uncommon
Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Armor (chain mail), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
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.
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.)
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.
Cast-Off Armor, Breastplate
common
Trade Log
Show
Notes:
Armor (breastplate), common
You can doff this armor as an action.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Tome of Leadership and Influence
common
Reward As If You Have Been A Player: CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Wondrous Item, very rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Name | Rarity ▼ | Location | Table | Result | Source | |
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Necklace of Prayer Beads | rare | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin) Bead types Beads in this Prayer Beads (rolls: 2, 2, 8, 10, 16, 17) |
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Rod of the Pact Keeper +2 | rare | Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express | Show | |||
Notes:
Rod, rare (requires attunement by a Warlock) In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
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Rogue’s Mantle | rare | Service Reward: Rogue’s Mantle | Show | |||
Notes:
Wondrous Item, rare (requires attunement) Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead. Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn. |
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Ring of Feather Falling | rare | Service Reward: Ring of Feather Falling | Show | |||
Notes:
Ring, rare (requires attunement) |
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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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Instrument of the Bards (Cli Lyre) | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a bard) You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
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Vicious Weapon (Halberd) | rare | Trade Log | Show | |||
Notes:
Weapon (halberd), rare |
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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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Stone of Good Luck | uncommon | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Goggles of Night | uncommon | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon |
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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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Brooch of Shielding | uncommon | Service Reward: Brooch of Shielding | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Wand of Magic Missiles | uncommon | Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express | 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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Gauntlets of Ogre Power | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Mithral Armor (Chainmail) | uncommon | Reward As If You Have Been A Player: DDHC-KGV-11 Affair on the Concordant Express | Show | |||
Notes:
Armor (chain mail), uncommon |
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Clothes of Mending | common | Service Reward: Common or Uncommon | Show | |||
Notes:
Wondrous item, common |
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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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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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Cast-Off Armor, Breastplate | common | Trade Log | Show | |||
Notes:
Armor (breastplate), common This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. |
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Tome of Leadership and Influence | common | Reward As If You Have Been A Player: CCC-ROZK-01-02 Zhentarim's Lament | Show | |||
Notes:
Wondrous Item, very rare |