Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Mariner's Studded Leather
common
DDAL-DRW-09 Vile Bounty
Show
Notes:
Armor (studded leather), uncommon
Made from tough but flexible shark leather, this armor is reinforced with close-set coral spikes.
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.
Moon Sickle, +1
uncommon
DDAL-DRW-10 Unsafe Harborage
Show
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
When you cast a spell that restores hit points while holding this sickle, a number of ivy leaves equal to the hit points restored sprout from the haft and fall away.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a 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.
Nature's Mantle [Crafted]
uncommon
CCC-MALTH-001 Selûne's Tear
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Druid or Ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.
While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Necklace of Fireballs
rare
CCC-MALTH-003 Fire's Demise
Show
Notes:
Wondrous Item, rare
This necklace has 1d6 + 3 (6) beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15).
You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).
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)
2 x Bless
2 x Cure
1 x Favor
1 x Smiting
Periapt of wound closure
uncommon
DDHC-DD-07 Before the Storm
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.
Pole of Angling [Crafted]
common
Bastion Turnm
Show
Notes:
Wondrous Item, common
This item functions as a Pole. While holding it, you can take a Magic action to cause it to transform into a fishing pole with a hook, a line, and a reel, or have the fishing pole revert to a Pole.
Pole of Colapsing [Crafted]
common
Bastion Turn
Show
Notes:
Wondrous Item, common
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Ring of Evasion
rare
DDHC-DD-07 Before the Storm
Show
Notes:
Ring, Rare (Requires Attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.
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 resistance (Acid)
common
DDHC-DD-07 Before the Storm
Show
Notes:
Ring, rare
You have resistance to acid damage while wearing this pearl 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
Ring of X-ray Vision
rare
DDAL-DRW-10 Unsafe Harborage
Show
Notes:
Ring, rare (requires attunement)
This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.”
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
Sentinel Shield
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
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.
Staff of the Woodlands
rare
CCC-GARY-09 The Witch Maiden
Show
Notes:
Staff, 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 at 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)
• awaken (5 charges)
• barkskin (2 charges)
• locate animals or plants (2 charges)
• speak with animals (1 charge)
• speak with plants (3 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.
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.
Stone of Good Luck (Luckstone)
uncommon
DDHC-DD-07 Before the Storm
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.
Stonky's Ring (Ring of Telekinesis )
common
DDHC-CM-10 Kandlekeep Dekonstruktion
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
Sword of Vengeance
uncommon
CCC-GARY-08 That Which Lies Buried
Show
Notes:
Weapon (Longsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Trident of Fish Command
uncommon
DDHC-DD-07 Before the Storm
Show
Notes:
Weapon (Trident), Uncommon (Requires Attunement)
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Mariner's Studded Leather | common | DDAL-DRW-09 Vile Bounty | Show | |||
|
Notes:
Armor (studded leather), uncommon |
||||||
| Moon Sickle, +1 | uncommon | DDAL-DRW-10 Unsafe Harborage | Show | |||
|
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) |
||||||
| Nature's Mantle [Crafted] | uncommon | CCC-MALTH-001 Selûne's Tear | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement by a Druid or Ranger) While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. |
||||||
| Necklace of Fireballs | rare | CCC-MALTH-003 Fire's Demise | Show | |||
|
Notes:
Wondrous Item, rare You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6). |
||||||
| 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) |
||||||
| Periapt of wound closure | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) 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. |
||||||
| Pole of Angling [Crafted] | common | Bastion Turnm | Show | |||
|
Notes:
Wondrous Item, common |
||||||
| Pole of Colapsing [Crafted] | common | Bastion Turn | Show | |||
|
Notes:
Wondrous Item, common |
||||||
| Ring of Evasion | rare | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Ring, Rare (Requires Attunement) |
||||||
| Ring of Protection | rare | TYP Ch.4 White Plume Mountain | Show | |||
|
Notes:
Ring, rare (requires attunement) |
||||||
| Ring of resistance (Acid) | common | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Ring, rare |
||||||
| 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 |
||||||
| Ring of X-ray Vision | rare | DDAL-DRW-10 Unsafe Harborage | Show | |||
|
Notes:
Ring, rare (requires attunement) |
||||||
| Sentinel Shield | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | |||
|
Notes:
Armor (shield), uncommon |
||||||
| Staff of the Woodlands | rare | CCC-GARY-09 The Witch Maiden | Show | |||
|
Notes:
Staff, rare (requires attunement by a Druid) The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells • animal friendship (1 charge) 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. |
||||||
| Stone of Good Luck | uncommon | TYP Ch.4 White Plume Mountain | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) |
||||||
| Stone of Good Luck (Luckstone) | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
| Stonky's Ring (Ring of Telekinesis ) | common | DDHC-CM-10 Kandlekeep Dekonstruktion | Show | |||
|
Notes:
Ring, very rare (requires attunement) |
||||||
| Sword of Vengeance | uncommon | CCC-GARY-08 That Which Lies Buried | Show | |||
|
Notes:
Weapon (Longsword), uncommon (requires attunement) Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
||||||
| Trident of Fish Command | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Weapon (Trident), Uncommon (Requires Attunement) |
||||||