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

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.

Fox Fur Boots (Boots of the Winterlands) uncommon FR - DC - TFCotN 01: The Vanished Caravan FR - DC - TFCotN 01: The Vanished Caravan 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.

This pair of boots is lined with arctic fox fur. Fine leather laces hold them together. Fur and feather embellishments are incorporated into the collar. The wearer of these boots feels an animal presence warning them of danger. It seems as if a fox spirit is bound to them.

Minor Property: Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level) common FR - DC - TFCotN 01: The Vanished Caravan FR - DC - TFCotN 01: The Vanished Caravan Show
Notes:

Wondrous item (tattoo), common

Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.

The spell's saving throw DC is 13, the attack bonus is +5, and the spellcasting ability modifier is +3.

A Kara-tur-style tattoo needle that appears to have been forged from black iron. It features intricate engravings that are difficult to read.

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Amulet of Hidden Refuge (Orb of Direction) common FR - DC - TFCotN 01: The Vanished Caravan FR - DC - TFCotN 01: The Vanished Caravan Show
Notes:

Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.

This delicate silver chain holds a sphere-like pendant, barely larger than a marble. Its exterior is made of fine, crystal-clear glass, reminiscent of a snow globe. Within the amulet, tiny silver snowflakes dance ceaselessly, swirling as it moves, as if carried by a hidden wind.

At the center of the sphere floats a flawless, six-pointed ice crystal, pulsing with a cool, bluish light. A slender spear, fashioned from frosty ice, pierces the crystal from top to bottom.

A gentle, cold mist emanates from the interior of the pendant, enveloping the glass with a touch of frost that never melts. The crystal itself is not firmly anchored—it constantly rotates slowly toward true north, as if guided by an invisible force.

The amulet serves as a key and guide to „Aelinthal´Asyr“. Those who have taken the oath feel a gentle chill when they touch it—a sign that they have been deemed worthy by the guardians of the hidden village.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.