Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Helm of Comprehending Languages
uncommon
DDHC-CM Mazfroth's Mighty Digressions
DDHC-CM Mazfroth's Mighty Digressions
Show
Notes:
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Bag of Tricks (Gray)
uncommon
CCC-GHC-BK1-09 Scavengers
Show
Notes:
Wondrous item, (requires attunement)
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
Bag of Tricks (Gray)
d8 Creature
1 Weasel 5 Panther
2 Giant Rat 6 Giant Badger
3 Badger 7 Dire Wolf
4 Boar 8 Giant Elk
The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.
Immovable Rod
uncommon
CCC-ARCON01-01 Forest Song
CCC-ARCON01-01 Forest Song
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.
Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.
More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Lantern of Revealing
uncommon
CCC-ARCON01-02 A Whale of a Tale
CCC-ARCON01-02 A Whale of a Tale
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 in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light.
You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius.
Periapt of Wound Closure
uncommon
CCC-THENT-0102 Those That Dwell Beneath
CCC-THENT-0102 Those That Dwell Beneath
Show
Notes:
Wondrous item, uncommon (requires attunement)
Major tier
1 lb.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Mac-Fuirmidh Cittern
uncommon
CCC-THENT-0103 The Dreaming Relic
CCC-THENT-0103 The Dreaming Relic
Show
Notes:
Wondrous item, uncommon (requires Attunement by a bard)
This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern.
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. 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.
Spells: Fly, Invisibility, Levitate, Protection from evil and good, Barkskin, Cure Wounds, Fog Cloud
Ring of Swimming
uncommon
DDHC - CM - A Deep and Creeping Darkness
Show
Notes:
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Goggles of Night
uncommon
DDHC - CM - A Deep and Creeping Darkness
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Helm of Comprehending Languages | uncommon | DDHC-CM Mazfroth's Mighty Digressions | DDHC-CM Mazfroth's Mighty Digressions | Show | ||
Notes:
Wondrous item, uncommon While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. |
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Bag of Tricks (Gray) | uncommon | CCC-GHC-BK1-09 Scavengers | Show | |||
Notes:
Wondrous item, (requires attunement) This pouch feels like it has been constructed of a fine rabbit pelt. Bag of Tricks (Gray) The creature is friendly to you and your companions, |
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Immovable Rod | uncommon | CCC-ARCON01-01 Forest Song | CCC-ARCON01-01 Forest Song | Show | ||
Notes:
Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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Lantern of Revealing | uncommon | CCC-ARCON01-02 A Whale of a Tale | CCC-ARCON01-02 A Whale of a Tale | 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 in an additional 30 feet. Invisible creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 feet radius. |
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Periapt of Wound Closure | uncommon | CCC-THENT-0102 Those That Dwell Beneath | CCC-THENT-0102 Those That Dwell Beneath | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. |
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Mac-Fuirmidh Cittern | uncommon | CCC-THENT-0103 The Dreaming Relic | CCC-THENT-0103 The Dreaming Relic | Show | ||
Notes:
Wondrous item, uncommon (requires Attunement by a bard) This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. 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. 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. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Barkskin, Cure Wounds, Fog Cloud |
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Ring of Swimming | uncommon | DDHC - CM - A Deep and Creeping Darkness | Show | |||
Notes:
Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. |
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Goggles of Night | uncommon | DDHC - CM - A Deep and Creeping Darkness | 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. |