Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Belt of Storm Giant Strength
legendary
Epic Administration Reward
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Belt of Storm Giant Strength
DMG'24
p236
Wondrous item, legendary (requires attunement)
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Armaments - Legendary
Sentinel Shield
uncommon
DDEX2-12 Dark Rites at Fort Dalton
Trade Log
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Notes:
Sentinel Shield
Armor (shield), uncommon.
This oblong shield has an obvious eye motif with several eyes on its surface that occasionally blink. Grants the user advantage on initiative and perception (Wisdom). A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Dragonhide Saddle
uncommon
´
CCC-GAD01-02 Red War: Black Phoenix
Show
Notes:
Dragonhide Saddle
(Saddle of the Cavalier)
While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.
This item is found on Magic Item Table B in the Dungeon Master’s Guide.
This saddle is made primarily out of the hide and bones of a red dragon. The saddle never gets dirty even in the grimiest of environments.
Stout (+2 Longsword)
rare
Trade Log
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Notes:
Stout (+2 Longsword)
Weapon (longsword), rare, Table G
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
This item can be found in the Dungeon Master’s Guide.
Mace of Smiting
rare
DDAL10-07 Into the Darkness
Show
Notes:
Mace of Smiting
Weapon (mace), rare
This mace is fashioned from a single piece of obsidian.
The following phrase is inscribed over and over in Draconic around the mace’s haft:
“Those willing to deny themselves the radiance of the starswould be better to pluck out their eyes and cast them away.”
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it’s a construct.
If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Ruby of the War Mage
common
DDAL10-09 Recipe for Retribution
Show
Notes:
Ruby of the War Mage
Wondrous item, common (requires attunement by a spellcaster)
This ruby is a roughly fashioned chunk of blood-red crystal. The red color pulses gently.
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Scimitar +1
uncommon
DDHC-TOA-9 Ruins of Matolo
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon.
Figurine of wounderous Power (Bronze Griffin)
uncommon
DDHC-TOA-9 Ruins of Matolo
Show
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Dread Helm
common
CCC-GAD01-02 Red War: Black Phoenix
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Notes:
Dread Helm
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
The jagged horns on this helmet look quite intimidating
Auntie Helena’s Wand (Wand of Paralysis)
common
CCC-TAROT- 02-03 To Boldly Go
Show
Notes:
Auntie Helena’s Wand (Wand of Paralysis)
Wand, rare (requires attunement by a spellcaster)
This item can be found in the Dungeon Master’s Guide. The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tre
Amulet of the Devout +2
rare
Trade Log
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Notes:
Amulet of the Devout, +2 Rare
Amulet of the Devout, +2 Wondrous item, rare (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
Wand of the War Mage +2
rare
CCC-ROZK-0101 Binder’s Torment
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Notes:
Wand of the War Mage +2
Wand, rare (requires attunement by a spellcaster)
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Tome of Leadership and Influence
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Spellguard Shield
very_rare
CCC-ROZK-0103 Necromancer’s Ascent
Show
Notes:
Spellguard Shield
Armor (shield), very rare (requires attunement)
This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Stone Plate Armor +2
very_rare
DM-Log
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Militiade’s Shield (+3 Shield)
very_rare
Trade Log
Show
Notes:
Militiade’s Shield (+3 Shield)
Very Rare
Militiade’s Shield (+3 Shield) (VR) This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.) (VR) This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Golden Apple (Astromancy Archive)
rare
SJ-DC-ECHO-01 Starfall
Show
Notes:
Golden Apple (Astromancy Archive)
Wondrous item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard pells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and ocate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
This item is found in the Dungeon Masters Guide.
Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
Smokepowder
uncommon
SJ-DC-ECHO-01 Starfall
Show
Notes:
Smokepowder
Wondrous item, uncommon
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
This item is found in Waterdeep: Dragon Heist.
Note: Smokepowder is awarded in a packet of five shots and includes bullets. While the bullets are not magical, in this instance they are included with the smokepowder. To simplify accounting deduct 6 gp (the cost of 20 bullets) from the portable item budget when awarding this consumable.
Quor'hin's Hat (Hat of Wizardry)
common
SJ-DC-ECHO-01 Starfall
Show
Notes:
Quor'hin's Hat (Hat of Wizardry)
Wondrous item, common (requires attunement by a wizard)
This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the wizard 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.
This item is found in Xanathar’s Guide to Everything.
This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one..
Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
Longbow of Melodies
very_rare
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Weapon (any bow), very rare (requires attunement)
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.
Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Guardian: The Bow whispers Warnings to it's Owner granting a +2 on Initiative Rolls
Name | Rarity | Location ▼ | Table | Result | Source | |
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Belt of Storm Giant Strength | legendary | Epic Administration Reward | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
Belt of Storm Giant Strength Found On: Armaments - Legendary |
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Sentinel Shield | uncommon | DDEX2-12 Dark Rites at Fort Dalton | Trade Log | Show | ||
Notes:
Sentinel Shield |
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Dragonhide Saddle | uncommon | ´ | CCC-GAD01-02 Red War: Black Phoenix | Show | ||
Notes:
Dragonhide Saddle |
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Stout (+2 Longsword) | rare | Trade Log | Show | |||
Notes:
Stout (+2 Longsword) |
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Mace of Smiting | rare | DDAL10-07 Into the Darkness | Show | |||
Notes:
Mace of Smiting This mace is fashioned from a single piece of obsidian. The following phrase is inscribed over and over in Draconic around the mace’s haft: You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. |
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Ruby of the War Mage | common | DDAL10-09 Recipe for Retribution | Show | |||
Notes:
Ruby of the War Mage This ruby is a roughly fashioned chunk of blood-red crystal. The red color pulses gently. Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. |
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Scimitar +1 | uncommon | DDHC-TOA-9 Ruins of Matolo | Show | |||
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon. |
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Figurine of wounderous Power (Bronze Griffin) | uncommon | DDHC-TOA-9 Ruins of Matolo | Show | |||
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. |
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Dread Helm | common | CCC-GAD01-02 Red War: Black Phoenix | Show | |||
Notes:
Dread Helm |
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Auntie Helena’s Wand (Wand of Paralysis) | common | CCC-TAROT- 02-03 To Boldly Go | Show | |||
Notes:
Auntie Helena’s Wand (Wand of Paralysis) This item can be found in the Dungeon Master’s Guide. The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tre |
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Amulet of the Devout +2 | rare | Trade Log | Show | |||
Notes:
Amulet of the Devout, +2 Rare |
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Wand of the War Mage +2 | rare | CCC-ROZK-0101 Binder’s Torment | Show | |||
Notes:
Wand of the War Mage +2 Wand, rare (requires attunement by a spellcaster) This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Tome of Leadership and Influence | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | Show | |||
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Spellguard Shield | very_rare | CCC-ROZK-0103 Necromancer’s Ascent | Show | |||
Notes:
Spellguard Shield This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant. While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |
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Stone Plate Armor +2 | very_rare | DM-Log | Show | |||
Militiade’s Shield (+3 Shield) | very_rare | Trade Log | Show | |||
Notes:
Militiade’s Shield (+3 Shield) |
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Golden Apple (Astromancy Archive) | rare | SJ-DC-ECHO-01 Starfall | Show | |||
Notes:
Golden Apple (Astromancy Archive) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard pells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and ocate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
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Smokepowder | uncommon | SJ-DC-ECHO-01 Starfall | Show | |||
Notes:
Smokepowder Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. This item is found in Waterdeep: Dragon Heist. Note: Smokepowder is awarded in a packet of five shots and includes bullets. While the bullets are not magical, in this instance they are included with the smokepowder. To simplify accounting deduct 6 gp (the cost of 20 bullets) from the portable item budget when awarding this consumable. |
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Quor'hin's Hat (Hat of Wizardry) | common | SJ-DC-ECHO-01 Starfall | Show | |||
Notes:
Quor'hin's Hat (Hat of Wizardry) This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don't know. The cantrip must be on the wizard 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. This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one.. Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
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Longbow of Melodies | very_rare | FR-DC-MIND Mindflayed Adventures | Show | |||
Notes:
Weapon (any bow), very rare (requires attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. Guardian: The Bow whispers Warnings to it's Owner granting a +2 on Initiative Rolls |