Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Eyes of Minute Seeing
uncommon
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Enduring Spellbook
common
Xanathars
Character Creation
Show
Notes:
Wondrous item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition , the spellbook doesn’t deteriorate with age.
Elemental Gem (Water)
uncommon
DDHC-DMM Dungeon of the Mad Mage: Level3
F
DDHC-DMM Dungeon of the Mad Mage: Level3
Show
Notes:
Wondrous item, uncommon
When you use an action to break the gem, a water elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost.
Elemental Gem (Fire)
uncommon
DDHC-DMM Dungeon of the Mad Mage: Level15
F
DDHC-DMM Dungeon of the Mad Mage: Level15
Show
Notes:
Wondrous item, uncommon
When you use an action to break the gem, a fire elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost.
Dwarven Thrower
very_rare
DDHC-DMM Dungeon of the Mad Mage: Level15
H
DDHC-DMM Dungeon of the Mad Mage: Level15
Show
Notes:
Weapon (warhammer), very rare (requires attunement by a dwarf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Dust of Disappearance
uncommon
DDHC-CM-12 The Curious Tale of Wisteria Vale
DDHC-CM-12 The Curious Tale of Wisteria Vale
Show
Notes:
Wondrous item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Dagger of Blindsight
rare
DDHC-DMM Dungeon of the Mad Mage: Level6
G
DDHC-DMM Dungeon of the Mad Mage: Level6
Show
Notes:
Weapon (dagger), rare
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.
Crystal Ball of True Seeing
legendary
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Cloak of the Underdark (Cloak of Arachnida)
very_rare
SJ-DC-STA-01 Key of Hearths
SJ-DC-STA-01 Key of Hearths
Show
Notes:
Wondrous item, very rare (requires attunement)
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Cloak of the Bat
rare
DDHC-DMM Dungeon of the Mad Mage: Level18
G
DDHC-DMM Dungeon of the Mad Mage: Level18
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Cli Lyre
rare
DDHC-CM-12 The Curious Tale of Wisteria Vale
DDHC-CM-12 The Curious Tale of Wisteria Vale
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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, stone shape, wall of fire, wind wall
Amulet of Health
rare
DDAL-DRW09 Vile Bounty
G
DDAL-DRW09 Vile Bounty
Show
Notes:
Wondrous item, rare (requires attunement)
This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Eyes of Minute Seeing | uncommon | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
Wondrous item, uncommon |
||||||
Enduring Spellbook | common | Xanathars | Character Creation | Show | ||
Notes:
Wondrous item, common |
||||||
Elemental Gem (Water) | uncommon | DDHC-DMM Dungeon of the Mad Mage: Level3 | F | DDHC-DMM Dungeon of the Mad Mage: Level3 | Show | |
Notes:
Wondrous item, uncommon When you use an action to break the gem, a water elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. |
||||||
Elemental Gem (Fire) | uncommon | DDHC-DMM Dungeon of the Mad Mage: Level15 | F | DDHC-DMM Dungeon of the Mad Mage: Level15 | Show | |
Notes:
Wondrous item, uncommon When you use an action to break the gem, a fire elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. |
||||||
Dwarven Thrower | very_rare | DDHC-DMM Dungeon of the Mad Mage: Level15 | H | DDHC-DMM Dungeon of the Mad Mage: Level15 | Show | |
Notes:
Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. |
||||||
Dust of Disappearance | uncommon | DDHC-CM-12 The Curious Tale of Wisteria Vale | DDHC-CM-12 The Curious Tale of Wisteria Vale | Show | ||
Notes:
Wondrous item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. |
||||||
Dagger of Blindsight | rare | DDHC-DMM Dungeon of the Mad Mage: Level6 | G | DDHC-DMM Dungeon of the Mad Mage: Level6 | Show | |
Notes:
Weapon (dagger), rare This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. |
||||||
Crystal Ball of True Seeing | legendary | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
Wondrous item, legendary (requires attunement) |
||||||
Cloak of the Underdark (Cloak of Arachnida) | very_rare | SJ-DC-STA-01 Key of Hearths | SJ-DC-STA-01 Key of Hearths | Show | ||
Notes:
Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. |
||||||
Cloak of the Bat | rare | DDHC-DMM Dungeon of the Mad Mage: Level18 | G | DDHC-DMM Dungeon of the Mad Mage: Level18 | Show | |
Notes:
Wondrous item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
||||||
Cli Lyre | rare | DDHC-CM-12 The Curious Tale of Wisteria Vale | DDHC-CM-12 The Curious Tale of Wisteria Vale | Show | ||
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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, stone shape, wall of fire, wind wall |
||||||
Amulet of Health | rare | DDAL-DRW09 Vile Bounty | G | DDAL-DRW09 Vile Bounty | Show | |
Notes:
Wondrous item, rare (requires attunement) This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. |