Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Cloak of Elvenkind
uncommon
CCC-GARY-07 The Mirror Cities of Gulthias
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Insignia Of Claws
uncommon
Service Reward: Tier 1 Adventure Reward
Show
Notes:
Wondrous, Uncommon
While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Cloak of Protection
uncommon
DDAL06-01 A Thousand Tiny Deaths
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Made of tattered, patched canvas and stitched together with thick, coarse twine; a homelier cloak you’ll likely never see. The only exceptional component of the beastly thing is the saucer-sized black dragon scale that hangs over the wearer’s chest when the cloak is worn. It is glossy and bears the sigil of Nightscale herself.
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Winged Boots
uncommon
DDEX02-10 Cloaks and Shadows
Show
Notes:
Wondrous Item, uncommon (requires attunement)
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.
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.
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.
Boots of Striding and Springing
uncommon
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
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.
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.
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.
Lantern of Revealing
uncommon
CCC-MALTH-001 Selûne's Tear
Show
Notes:
Wondrous Item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s Bright Light. You can take a Utilize action to lower the hood, reducing the lantern’s light to Dim Light in a 5-foot radius.
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.
Doss Lute
uncommon
CCC-MALTH-002 The Jackal's Justice
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a 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 play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute 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.
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.
Mariner's Armor (Plate)
uncommon
DDHC-DD-07 Before the Storm
Show
Notes:
Armor (plate), uncommon
While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn.
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.
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.
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.
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.
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Cloak of Elvenkind | uncommon | CCC-GARY-07 The Mirror Cities of Gulthias | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Insignia Of Claws | uncommon | Service Reward: Tier 1 Adventure Reward | Show | |||
|
Notes:
Wondrous, Uncommon |
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| Cloak of Protection | uncommon | DDAL06-01 A Thousand Tiny Deaths | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Winged Boots | uncommon | DDEX02-10 Cloaks and Shadows | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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| Sentinel Shield | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | |||
|
Notes:
Armor (shield), uncommon |
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| Moon Sickle, +1 | uncommon | DDAL-DRW-10 Unsafe Harborage | Show | |||
|
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) |
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| Boots of Striding and Springing | uncommon | DDHC-TYP White Plume Mountain | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| 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. |
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| Goggles of Night | uncommon | TYP Ch.4 White Plume Mountain | Show | |||
|
Notes:
Wondrous item, uncommon |
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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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| Lantern of Revealing | uncommon | CCC-MALTH-001 Selûne's Tear | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| 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. |
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| Doss Lute | uncommon | CCC-MALTH-002 The Jackal's Justice | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement by a Bard) You can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute 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. |
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| 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. |
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| Mariner's Armor (Plate) | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Armor (plate), uncommon |
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| Trident of Fish Command | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Weapon (Trident), Uncommon (Requires Attunement) |
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| Stone of Good Luck (Luckstone) | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Ring of resistance (Acid) | common | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Ring, rare |
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| Stonky's Ring (Ring of Telekinesis ) | common | DDHC-CM-10 Kandlekeep Dekonstruktion | Show | |||
|
Notes:
Ring, very rare (requires attunement) |
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| Pole of Angling [Crafted] | common | Bastion Turnm | Show | |||
|
Notes:
Wondrous Item, common |
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