Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Web
uncommon
LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
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Notes:
Wand, uncommon (requires attunement by a Spellcaster)
This wand is made of twisted strands of dried ettercap silk. It remains sticky to the touch no matter how it is cleaned.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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.
Wand of Smiles
common
DDIA-XGE Underworld Speculation
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Notes:
Wand, common
This wand was carved from black walnut and has a lacquered finish with a stylized grinning face carved into one end
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.
The Night Queen’s Eyes
uncommon
Service Reward: The Night Queen's Eyes
Show
Notes:
Wondrous Item, uncommon
Once belonging to an archfey known as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances.
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.
Staff of Healing
rare
Trade Log
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Notes:
Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid
The smooth wood of this odinary-looking staff is pale, and streaked with multicolored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff's cap and while in possesion of the staff, the wielder feels fortunate and optimistic about what the future holds
This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier:
- Cure Wounds (1 charge per Spell Level, up to 4th),
- Lesser Restoration(2 charges).
- Mass Cure Wounds* (5 charges).
The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
Shortsword +1
uncommon
Trade Log
Show
Notes:
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Shield of Expression
common
DC-PoA-CONMAR-15 A Grim Tale at Winter Solstice
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Notes:
Armor (shield), common
This shield is made of bright oak which is painted teal. The logo of “The Silver Lining Trading Company” is circling the face of a white goat.
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.
Shadowneedle [Unbreakable Arrow]
common
CCC-BMG-MOON-4-3 Gate to the Unknown
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Notes:
Weapon (arrow), common (Common Table)
One of 20 unbreakable arrows crafted with Shadowsong the Oathbow. When fired, the wielder may say, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.
This arrow can’t be broken, except when it is within an antimagic field.
Ring of Truth Telling
uncommon
DC-PoA-CONMAR-15 A Grim Tale at Winter Solstice
Show
Notes:
Ring, uncommon (requires attunement)
The ring is black. Under the aurora borealis, the following text in sylvan appears: “O young man, O my slayer, To-morrow you shall die.
While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.
Pot of Awakening
common
DDIA-XGE Underworld Speculation
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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.
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.
Ordine Sage's Robes (Robe of Useful Items)
uncommon
CCC-TAROT01-01 Awakening of Fates
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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
Necklace of Prayer Beads
rare
Trade Log
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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.
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.
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
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.
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.
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.
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.
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.
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.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of Web | uncommon | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Show | |||
|
Notes:
Wand, uncommon (requires attunement by a Spellcaster) 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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| Wand of Smiles | common | DDIA-XGE Underworld Speculation | Show | |||
|
Notes:
Wand, common The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls. |
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| The Night Queen’s Eyes | uncommon | Service Reward: The Night Queen's Eyes | Show | |||
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Notes:
Wondrous Item, uncommon |
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| Staff of Healing | rare | Trade Log | Show | |||
|
Notes:
Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier: The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. |
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| Shortsword +1 | uncommon | Trade Log | Show | |||
|
Notes:
Weapon (shortsword), uncommon |
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| Shield of Expression | common | DC-PoA-CONMAR-15 A Grim Tale at Winter Solstice | Show | |||
|
Notes:
Armor (shield), common |
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| Shadowneedle [Unbreakable Arrow] | common | CCC-BMG-MOON-4-3 Gate to the Unknown | Show | |||
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Notes:
Weapon (arrow), common (Common Table) |
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| Ring of Truth Telling | uncommon | DC-PoA-CONMAR-15 A Grim Tale at Winter Solstice | Show | |||
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Notes:
Ring, 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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| Pixie Winged Boots | uncommon | Service Reward: Pixie Winged Boots | Show | |||
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Notes:
Wondrous Item, uncommon (requires attunement) |
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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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| 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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| Moon-Touched Sword (Shortsword) | common | DDHC-WDH-03 Blue Alley | Show | |||
|
Notes:
Weapon (Shortsword), 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 | common | Trade Log | Show | |||
|
Notes:
Weapon (Longsword), 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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| Heward’s Handy Spice Pouch | common | Start of log | Show | |||
|
Notes:
Wondrous Item, common |
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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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| Goggles of Night | uncommon | DDAL07-04 A Walk in the Park | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Flurried Furs (Smoldering Armor) | common | DDAL00-04 Winter’s Flame | Show | |||
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Notes:
Armor (Breastplate), common |
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