Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Horn of Silent Alarm (common)
common
XGE, p137. Character Creation Season 9
Purchase Log
Show
Notes:
Wondrous item, minor tier, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Dark Shard Amulet
common
WBW-DC-FWF Go Fast – Faster – Fey
Show
Notes:
Wondrous item, common (requires attunement by a warlock)
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
- You can use the amulet as a spellcasting focus for your warlock spells.
- You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Minor Property: Guardian
The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Pearl of Power
uncommon
DDHC00-GSM-03 Danger at Dunwater
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
Helm of Underwater Action
uncommon
DDHC00-GSM-03 Danger at Dunwater
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Rope of Mending
common
WBW-DC-FWF An Invitation - No Strings Attached
WBW-DC-FWF An Invitation - No Strings Attached
Show
Notes:
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Minor Property: Sentinel (Dragon)
This item glows faintly when dragon creatures are within 120 feet of it.
Hat of Disguise (shaped like a conical party hat)
uncommon
WBW-DC-FWF An Invitation - No Strings Attached
WBW-DC-FWF An Invitation - No Strings Attached
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Minor Property: Harmonious
Attuning to this item takes only 1 minute.
Winged Boots
uncommon
DDEX2-10 Cloaks and Shadows
DDEX2-10 Cloaks andShadows
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing 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.
Wingwear
uncommon
DDEX2-10 Cloaks and Shadows
DDEX2-10 Cloaks andShadows
Show
Notes:
Wondrous item, uncommon (requires attunement)
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet.
Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. The suit regains all of its expended charges after spending at least 1 hour in an elemental air node
Bag of Holding
uncommon
Level 5 Item
Trade Log
Show
Notes:
Wondrous item, uncommon
Major tier
15 lb.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Helm of Underwater Action
uncommon
DDHC00-GSM-03 Danger at Dunwater
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Name | Rarity | Location | Table | Result | Source | |
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Horn of Silent Alarm (common) | common | XGE, p137. Character Creation Season 9 | Purchase Log | Show | ||
Notes:
Wondrous item, minor tier, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. |
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Dark Shard Amulet | common | WBW-DC-FWF Go Fast – Faster – Fey | Show | |||
Notes:
Wondrous item, common (requires attunement by a warlock) This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
Minor Property: Guardian The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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Pearl of Power | uncommon | DDHC00-GSM-03 Danger at Dunwater | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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Helm of Underwater Action | uncommon | DDHC00-GSM-03 Danger at Dunwater | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
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Rope of Mending | common | WBW-DC-FWF An Invitation - No Strings Attached | WBW-DC-FWF An Invitation - No Strings Attached | Show | ||
Notes:
Wondrous item, common You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Minor Property: Sentinel (Dragon) This item glows faintly when dragon creatures are within 120 feet of it. |
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Hat of Disguise (shaped like a conical party hat) | uncommon | WBW-DC-FWF An Invitation - No Strings Attached | WBW-DC-FWF An Invitation - No Strings Attached | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Minor Property: Harmonious Attuning to this item takes only 1 minute. |
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Winged Boots | uncommon | DDEX2-10 Cloaks and Shadows | DDEX2-10 Cloaks andShadows | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing 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. |
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Wingwear | uncommon | DDEX2-10 Cloaks and Shadows | DDEX2-10 Cloaks andShadows | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. The suit regains all of its expended charges after spending at least 1 hour in an elemental air node |
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Bag of Holding | uncommon | Level 5 Item | Trade Log | Show | ||
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Helm of Underwater Action | uncommon | DDHC00-GSM-03 Danger at Dunwater | Trade Log | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |