Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Rope of Mending [Common]
common
Inherited Malevolence (Season 9 starting Feature)
Character Rebuilding
Show
Notes:
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.
Manual of Bodily Health
very_rare
DDHC-CoS: Curse of Strahd
Show
Notes:
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Belt of Fire Giant Strengh - A
very_rare
DDEP3 Blood Above, Blood Below
Trade Log
Show
Notes:
While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth - it is made of the tanned hides of drow.
Ewer from Amber Temple [Trinket]
common
DDHC-CoS Curse of Strahd
Show
Notes:
Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer’s handle can command the ewer to fill with 1 gallon of wine, and it can’t produce more wine until the next dawn.
Staff of Power - A
very_rare
DDHC-CoS Curse of Strahd
Show
Notes:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 × the number of charges in the staff
11 to 20 ft. away 6 × the number of charges in the staff
21 to 30 ft. away 4 × the number of charges in the staff
Luck Blade - A
legendary
DDHC-CoS Curse of Strahd
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.
Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.
Opal of the Ild Rune
rare
DDAL05-11 Forgotten Traditions
Trade Log
Show
Notes:
This triangular fire opal measures about three inches on each side and is half an inch thick. The Ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch.
Tome of Clear Thought
very_rare
DDEP07-02 Drums of the Dead
Trade Log
Show
Abracadabrus
very_rare
DDHC-ID:RotF Rime of the Frostmaiden
Trade Log
Show
Notes:
An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side.
The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute.
The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
Tome of Leadership and Influence
very_rare
CCC-ROZK01-02 Zhentarim's Lament
Trade Log
Show
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Rope of Mending [Common] | common | Inherited Malevolence (Season 9 starting Feature) | Character Rebuilding | Show | ||
Notes:
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. |
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Manual of Bodily Health | very_rare | DDHC-CoS: Curse of Strahd | Show | |||
Notes:
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
||||||
Belt of Fire Giant Strengh - A | very_rare | DDEP3 Blood Above, Blood Below | Trade Log | Show | ||
Notes:
While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth - it is made of the tanned hides of drow. |
||||||
Ewer from Amber Temple [Trinket] | common | DDHC-CoS Curse of Strahd | Show | |||
Notes:
Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer’s handle can command the ewer to fill with 1 gallon of wine, and it can’t produce more wine until the next dawn. |
||||||
Staff of Power - A | very_rare | DDHC-CoS Curse of Strahd | Show | |||
Notes:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage |
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Luck Blade - A | legendary | DDHC-CoS Curse of Strahd | Show | |||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn. Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges. |
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Opal of the Ild Rune | rare | DDAL05-11 Forgotten Traditions | Trade Log | Show | ||
Notes:
This triangular fire opal measures about three inches on each side and is half an inch thick. The Ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. |
||||||
Tome of Clear Thought | very_rare | DDEP07-02 Drums of the Dead | Trade Log | Show | ||
Abracadabrus | very_rare | DDHC-ID:RotF Rime of the Frostmaiden | Trade Log | Show | ||
Notes:
An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. |
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Tome of Leadership and Influence | very_rare | CCC-ROZK01-02 Zhentarim's Lament | Trade Log | Show |