Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Peripat of Wound Closure
uncommon
CCC-BLD 1-1 Bleeding Gate: Pandemonium
-
-
CCC-BLD 1-1 Bleeding Gate: Pandemonium
Show
Notes:
This delicate silver chain has a brilliant-cut green gem held in a pendant the shape of a coiled snake.
While you wear it, 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.
Book: Moonshae Cults
common
DDEX1-02 - Secrets of Sokol Keep
-
-
DDEX1-02 - Secrets of Sokol Keep
Show
Notes:
Thailoss of Tyr wrote a book on various cults in the Moonsea region. The book can be sold for 20 gp, or a character can keep it. If a character keeps the book, and is able to reference it, the character gains advantage on Intelligence checks regarding cults of the Moonsea region.
Ixusata's Spellbook
common
DDEX1-10 - Tyranny of Phlan
DDEX1-10 - Tyranny of Phlan
Show
Notes:
1st level: detect magic, mage armor, magic missile, shield
2nd level: misty step, suggestion
3rd level: counterspell, fireball, fly
4th level: greater invisibility, ice storm
5th level (1 slot): cone of cold
Instrument of the Bards (Cli Lyre)
rare
DDHC00-GSM Ghosts of Saltmarsh – Chapter 8: The Styes
Trade Log
Show
Notes:
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. 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.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Emerald of the War Mage
common
DDHC-MORD-01 Riddle of the Raven Queen
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Requires Attunement by a Spellcaster
Etched with eldritch runes, this 1-inch-diameter emerald 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 emerald to the weapon by pressing the emerald against it for at least 10 minutes. Thereafter, the emerald 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 emerald does fall off the weapon if your Attunement to the emerald ends.
Amulet of Health
rare
DDAL08-10 The Skull Square Murders
DDAL08-10 The Skull Square Murders
Show
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
Continual Flame Amulet (Lvl. 4)
common
Purchase Log
Show
Notes:
A silver amulet with a Continual Flame spell cast on it on Level 4
Potion of Greater Healing
uncommon
DDEX2-04 Mayhem in Earthspur Mine
Show
Notes:
Restores 4d4+4 HP
Medallion of the Brotherhood of the Cloak
common
DDEX2-04 Mayhem in Earthspur Mine
Show
Notes:
This medallion gives the character advantage on social skill checks made with officials of Mulmaster.
Rank 0: The character is permitted to cast 1st through 3rd level arcane spells in Mulmaster, and any order of banishment previously issued regarding the character is rescinded.
Rank 1: The character receives spellcasting services for him- or herself (only) at the Tower of Mysteries as if he or she had the Shelter of the Faithful background feature. If the character already has this feature, the services are extended to the character’s allies as well, even though they would not normally be permitted inside.
Spell Scroll: Bless
common
DDHC00-GSM Ghosts of Saltmarsh – Chapter 5 Isle of the Abbey
Show
Blessing of Protection
common
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain
Show
Notes:
Blessing of Protection You gain a +1 bonus to AC and saving throws.
Blackrazor
legendary
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain
Show
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Periapt of Protection against Poison
rare
CCC-RCC-01-06 The Handfastening
Show
Notes:
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no Effect on you. You are immune to the Poisoned condition and have immunity to poison damage.
Tome of Clear Thoughts (read)
very_rare
Trade Log
Show
Notes:
This book contains memory and logic exercises, 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power
very_rare
Trade Log
Show
Notes:
Very Rare
Requires Attunement by a Sorcerer, Warlock, or Wizard
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 roll but loses all other properties. On a 20, the staff regain 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 x 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 x the number of Charges in the staff 11 to 20 ft. away — 6 x the number of Charges in the staff 21 to 30 ft. away — 4 x the number of Charges in the staff
Horn of Silent Alarm
common
DDAL-DRW05 Uncertain Scrutiny
Show
Notes:
Wondrous item, common
This horn has 4 charges. When you use an action to blow
it, one creature of your choice can hear the horn’s 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
Dancing Longsword
very_rare
DDAL-DRW07 Moment in Piece (Part 3: Vhaeraun and You)
Show
Notes:
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Peripat of Wound Closure | uncommon | CCC-BLD 1-1 Bleeding Gate: Pandemonium | - | - | CCC-BLD 1-1 Bleeding Gate: Pandemonium | Show |
Notes:
This delicate silver chain has a brilliant-cut green gem held in a pendant the shape of a coiled snake. |
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Book: Moonshae Cults | common | DDEX1-02 - Secrets of Sokol Keep | - | - | DDEX1-02 - Secrets of Sokol Keep | Show |
Notes:
Thailoss of Tyr wrote a book on various cults in the Moonsea region. The book can be sold for 20 gp, or a character can keep it. If a character keeps the book, and is able to reference it, the character gains advantage on Intelligence checks regarding cults of the Moonsea region. |
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Ixusata's Spellbook | common | DDEX1-10 - Tyranny of Phlan | DDEX1-10 - Tyranny of Phlan | Show | ||
Notes:
1st level: detect magic, mage armor, magic missile, shield |
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Instrument of the Bards (Cli Lyre) | rare | DDHC00-GSM Ghosts of Saltmarsh – Chapter 8: The Styes | Trade Log | Show | ||
Notes:
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. 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. Each type of musical instrument requires a separate proficiency. |
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Emerald of the War Mage | common | DDHC-MORD-01 Riddle of the Raven Queen | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Requires Attunement by a Spellcaster Etched with eldritch runes, this 1-inch-diameter emerald 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 emerald to the weapon by pressing the emerald against it for at least 10 minutes. Thereafter, the emerald 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 emerald does fall off the weapon if your Attunement to the emerald ends. |
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Amulet of Health | rare | DDAL08-10 The Skull Square Murders | DDAL08-10 The Skull Square Murders | Show | ||
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This item is found on Magic Item Table G in the Dungeon Master’s Guide. |
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Continual Flame Amulet (Lvl. 4) | common | Purchase Log | Show | |||
Notes:
A silver amulet with a Continual Flame spell cast on it on Level 4 |
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Potion of Greater Healing | uncommon | DDEX2-04 Mayhem in Earthspur Mine | Show | |||
Notes:
Restores 4d4+4 HP |
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Medallion of the Brotherhood of the Cloak | common | DDEX2-04 Mayhem in Earthspur Mine | Show | |||
Notes:
This medallion gives the character advantage on social skill checks made with officials of Mulmaster. Rank 0: The character is permitted to cast 1st through 3rd level arcane spells in Mulmaster, and any order of banishment previously issued regarding the character is rescinded. |
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Spell Scroll: Bless | common | DDHC00-GSM Ghosts of Saltmarsh – Chapter 5 Isle of the Abbey | Show | |||
Blessing of Protection | common | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain | Show | ||
Notes:
Blessing of Protection You gain a +1 bonus to AC and saving throws. |
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Blackrazor | legendary | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain | Show | |||
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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Periapt of Protection against Poison | rare | CCC-RCC-01-06 The Handfastening | Show | |||
Notes:
Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no Effect on you. You are immune to the Poisoned condition and have immunity to poison damage. |
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Tome of Clear Thoughts (read) | very_rare | Trade Log | Show | |||
Notes:
This book contains memory and logic exercises, 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 Intelligence 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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Staff of Power | very_rare | Trade Log | Show | |||
Notes:
Very Rare |
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Horn of Silent Alarm | common | DDAL-DRW05 Uncertain Scrutiny | Show | |||
Notes:
Wondrous item, common This horn has 4 charges. When you use an action to blow |
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Dancing Longsword | very_rare | DDAL-DRW07 Moment in Piece (Part 3: Vhaeraun and You) | Show | |||
Notes:
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. |