Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Instrument of the Bards (Cli Lyre) (R-A)
rare
Ghost of Saltmarsh ch. 8 The Styes
Ghost of Saltmarsh ch. 8 The Styes
Show
Notes:
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards 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.
Instruments of the Bards (Canaith Mandolin, Cli Lyre, Anstruth Harp,
Ollamh Harp, Fochlucan Bandore, Doss lute, Mac-Fuirmidh cittern)
You can play the instrument to 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.
Sentinel shield (U)
uncommon
Ghost of Saltmarsh
DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey
Show
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Earhorn of Hearing
common
FR-DC-ARCON-08
FR-DC-ARCON-08 In the Troll King's Vault
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Notes:
Wondrous Item, Common
While held up to your ear, this horn suppresses the effects of the Deafened condition on you.
Staff of Fire (VR-A)
very_rare
FR-DC-ARCON-08
FR-DC-ARCON-08 In the Troll King's Vault
Show
Notes:
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
+1 Scale Mail (R)
rare
DDHC-GoS Chapter 6 The Final Enemy
DDHC-GoS Chapter 6 The Final Enemy
Show
Notes:
Made of magically strengthened driftwood with coral embellishments.
Cloak of the Manta Ray (U)
uncommon
DDHC-GoS Chapter 6 The Final Enemy
DDHC-GoS Chapter 6 The Final Enemy
Show
Notes:
Cloak of the Manta Ray
Wondrous item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Necklace of Adaptation (U-A)
uncommon
CCC-RPSG-02 Ooze next?
CCC-RPSG-02 Ooze next?
Show
Notes:
Necklace of Adaptation
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Last Light of Northkeep (Candle of the Deep) (C)
common
CCC-BMW-02-City in the Dephts
CCC-BMW-02-City in the Dephts
Show
Notes:
Last Light of Northkeep (Candle of the Deep)
Wondrous object, Common
This crystal lantern has patterns of stars etched all over it. The flame of this lantern is not extinguished when immersed in water. It gives off light and heat like a normal lantern. With the blessing of Selune, this lantern never runs out of fuel.
Bloodwell vial +1 (U)
uncommon
AL lvl 5 item
DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Instrument of the Bards (Cli Lyre) (R-A) | rare | Ghost of Saltmarsh ch. 8 The Styes | Ghost of Saltmarsh ch. 8 The Styes | Show | ||
Notes:
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards 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. Instruments of the Bards (Canaith Mandolin, Cli Lyre, Anstruth Harp, |
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Sentinel shield (U) | uncommon | Ghost of Saltmarsh | DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey | Show | ||
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |
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Earhorn of Hearing | common | FR-DC-ARCON-08 | FR-DC-ARCON-08 In the Troll King's Vault | Show | ||
Notes:
Wondrous Item, Common While held up to your ear, this horn suppresses the effects of the Deafened condition on you. |
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Staff of Fire (VR-A) | very_rare | FR-DC-ARCON-08 | FR-DC-ARCON-08 In the Troll King's Vault | Show | ||
Notes:
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed. |
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+1 Scale Mail (R) | rare | DDHC-GoS Chapter 6 The Final Enemy | DDHC-GoS Chapter 6 The Final Enemy | Show | ||
Notes:
Made of magically strengthened driftwood with coral embellishments. |
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Cloak of the Manta Ray (U) | uncommon | DDHC-GoS Chapter 6 The Final Enemy | DDHC-GoS Chapter 6 The Final Enemy | Show | ||
Notes:
Cloak of the Manta Ray While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. |
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Necklace of Adaptation (U-A) | uncommon | CCC-RPSG-02 Ooze next? | CCC-RPSG-02 Ooze next? | Show | ||
Notes:
Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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Last Light of Northkeep (Candle of the Deep) (C) | common | CCC-BMW-02-City in the Dephts | CCC-BMW-02-City in the Dephts | Show | ||
Notes:
Last Light of Northkeep (Candle of the Deep) Wondrous object, Common This crystal lantern has patterns of stars etched all over it. The flame of this lantern is not extinguished when immersed in water. It gives off light and heat like a normal lantern. With the blessing of Selune, this lantern never runs out of fuel. |
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Bloodwell vial +1 (U) | uncommon | AL lvl 5 item | DDHC-Gos Chapter 4 / Chapter 5 Isle of the Abbey | Show | ||
Notes:
Source: Tasha's Cauldron of Everything Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |