Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Bag of Holding
uncommon
WBW-DC-CONMAR-09 Sweet Dreams
Show
Notes:
Wondrous item, uncommon
Whenever the bag is opened, an aroma of honey surrounds you.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Bag of Holding
uncommon
Trade Log
Show
Notes:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Bell of SIlent Carols (Horn of Silent Alarm)
common
DDAL00-05 Winter's Splendor
Show
Notes:
Wondrous Item, common
This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.
When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.
Boots of False Tracks
common
CCC-RCC-01-03 Chains of Desperation
Show
Notes:
Wondrous Item, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Boots of the Winterlands
uncommon
DDAL00-05 Winter's Splendor
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
Chultan Midwinter Candle (Candle of the Deep)
common
DDAL00-04 Winter’s Flame
Show
Notes:
Wondrous item, common
A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would.
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Ersatz Eye
common
DDIA-XGE Underworld Speculation
Show
Notes:
Wondrous Item, common
When used, this orb swirls with a pearlescent mist within.
This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Eyes of the Eagle
uncommon
DDAL09-02 Stopped at the Gate
Show
Notes:
Wondrous item, uncommon (requires attunement)
These goggles are made of leather and have lenses of dark red crystal. Their frame is emblazoned with the emblem of the Hellriders: a horse’s head superimposed upon a sunburst. Additionally, when looking through these goggles, tiny illusory flames can be seen dancing around the edges of the lenses when within 120 feet of a demon.
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Flurried Furs (Smoldering Armor)
common
DDAL00-04 Winter’s Flame
Show
Notes:
Armor (Breastplate), common
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer.
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.
Goggles of Night
uncommon
DDAL07-04 A Walk in the Park
Show
Notes:
Wondrous Item, uncommon
The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat.
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.
Helm of Comprehend Languages
uncommon
CCC-AETHER-01-01 The Heir of Orcus: Verse I
Show
Notes:
(Wondrous Item, uncommon)
This elaborate helm is made of Avernium, a black metal found only in Avernus. The helm has the appearance of a crown with spikes. The inner circle of the helm has an inscription in Infernal which reads, “Avernus Dragonchess Champion.”
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Heward’s Handy Spice Pouch
common
Start of log
Show
Notes:
Wondrous Item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Ilmater's Bleeding heart (Periapt of Wound Closure)
uncommon
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Moon-Touched Sword
common
Trade Log
Show
Notes:
Weapon (Longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
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.
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. This item is found in Xanathar’s Guide to Everything.
Moon-Touched Sword (Shortsword)
common
DDHC-WDH-03 Blue Alley
Show
Notes:
Weapon (Shortsword), common
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.
Necklace of Prayer Beads
rare
Trade Log
Show
Notes:
Wondrous item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical 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.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. 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.
This necklace has three beads of blessing and two beads of curing.
Ordine Sage's Robes (Robe of Useful Items)
uncommon
CCC-TAROT01-01 Awakening of Fates
Show
Notes:
Wondrous Item, uncommon
This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic 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:
• Bullseye Lantern (filled and lit)
• Dagger
• Mirror
• Pole
• Rope (coiled)
• Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
• 4 x Riding Horse with a Riding Saddle (mechanical in nature, otherwise the same)
• 2 x Wooden ladder (24 feet long)
• 1 x 2 Mastiffs
• 1 x 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
• 1 x Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
• 1 x Rowboat (12 feet long)
• 1 x 4 Potions of Healing
• 1 x Spell Scroll containing one spell of level 1
1d100 | 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 | Riding Horse with a Riding Saddle
52–59 | Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
60–68 | 4 Potions of Healing
69–75 | Rowboat (12 feet long)
76–83 | Spell Scroll containing one spell of level 1, 2, or 3 (your choice)
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
Pixie Winged Boots
uncommon
Service Reward: Pixie Winged Boots
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels.
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Pot of Awakening
common
DDIA-XGE Underworld Speculation
Show
Notes:
Wondrous Item, common
This clay pot is tamped with an oak leaf, the holy symbol of Silvanus
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.
The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Bag of Holding | uncommon | WBW-DC-CONMAR-09 Sweet Dreams | Show | |||
|
Notes:
Wondrous item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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| Bag of Holding | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous Item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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| Bell of SIlent Carols (Horn of Silent Alarm) | common | DDAL00-05 Winter's Splendor | Show | |||
|
Notes:
Wondrous Item, common When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn. |
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| Boots of False Tracks | common | CCC-RCC-01-03 Chains of Desperation | Show | |||
|
Notes:
Wondrous Item, common |
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| Boots of the Winterlands | uncommon | DDAL00-05 Winter's Splendor | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow. |
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| Chultan Midwinter Candle (Candle of the Deep) | common | DDAL00-04 Winter’s Flame | Show | |||
|
Notes:
Wondrous item, common |
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| Ersatz Eye | common | DDIA-XGE Underworld Speculation | Show | |||
|
Notes:
Wondrous Item, common |
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| Eyes of the Eagle | uncommon | DDAL09-02 Stopped at the Gate | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. |
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| Flurried Furs (Smoldering Armor) | common | DDAL00-04 Winter’s Flame | Show | |||
|
Notes:
Armor (Breastplate), common |
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| Goggles of Night | uncommon | DDAL07-04 A Walk in the Park | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Helm of Comprehend Languages | uncommon | CCC-AETHER-01-01 The Heir of Orcus: Verse I | Show | |||
|
Notes:
(Wondrous Item, uncommon) |
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| Heward’s Handy Spice Pouch | common | Start of log | Show | |||
|
Notes:
Wondrous Item, common |
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| Ilmater's Bleeding heart (Periapt of Wound Closure) | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. |
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| Moon-Touched Sword | common | Trade Log | Show | |||
|
Notes:
Weapon (Longsword), common |
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| Moon-Touched Sword (Rapier) | common | CCC-GAD02-01 The Monster Within | Show | |||
|
Notes:
Weapon (rapier), common |
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| Moon-Touched Sword (Shortsword) | common | DDHC-WDH-03 Blue Alley | Show | |||
|
Notes:
Weapon (Shortsword), common |
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| Necklace of Prayer Beads | rare | Trade Log | Show | |||
|
Notes:
Wondrous item, rare (Requires Attunement by a Cleric, Druid, or Paladin) Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. 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. This necklace has three beads of blessing and two beads of curing. |
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| Ordine Sage's Robes (Robe of Useful Items) | uncommon | CCC-TAROT01-01 Awakening of Fates | Show | |||
|
Notes:
Wondrous Item, uncommon The robe has two of each of the following patches: • Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table. • 4 x Riding Horse with a Riding Saddle (mechanical in nature, otherwise the same) 1d100 | Patch |
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| Pixie Winged Boots | uncommon | Service Reward: Pixie Winged Boots | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Pot of Awakening | common | DDIA-XGE Underworld Speculation | Show | |||
|
Notes:
Wondrous Item, common The awakened shrub is friendly toward you. Absent commands from you, it does nothing. |
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