Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Bahamut's Blessing (Blessing of Magic Resistance)
very_rare
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Bahamut's Blessing (Blessing of Magic Resistance)
Supernatural Gift - Blessing
You have advantage on saving throws against spells and other magical effects.
Cloak of Displacement (R,A)
rare
Service Awards
Service awards
Show
Notes:
Requires Attunement
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
Cloak of elvenkind (U, A)
uncommon
Trade Log
Show
Notes:
Cloak of elvenkind (U, A)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Clockwork amulet (C)
common
Where can she be
CCC-NBDD01-02 Where Can She Be
Show
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Wondrous item, common
Dragonhide Belt +3 (VR-A)
very_rare
FR-DC-CONMAR 04 Revelling Along the Shadows
FR-DC-CONMAR 04 Revelling Along the Shadows
Show
Notes:
Dragonhide Belt +3
Wondrous item, very rare (+3) (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Dragonhide Belt +3 (VR,A)
very_rare
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Dragonhide Belt +3
Wondrous Item, very rare (requires attunement by a Monk)
This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing.
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Harmonious Minor Property. Attuning to this item takes only 1 minute.
Dragon Wing Shortbow (Fire) (R-A)
rare
DDHC-GoG Giants of the Star Forge
DDHC-GoG Giants of the Star Forge
Show
Notes:
Dragon Wing Bow
Weapon (any bow), rare (requires attunement)
The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Secondary Damage: 1d6
Glamoured studded leather armor (R)
rare
Service awards: Glamoured studded leather
Show
Notes:
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus Action to speak the armor’s Command word and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory Appearance lasts until you use this property again or remove the armor.
Gloves of Thievery (U)
uncommon
CCC-FAD-01 Out The Back (Gorin)
Trade Log
Show
Notes:
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
These soft, black leather gloves have a small W embroidered in silver thread on their back.
Harengon's Freedom shortsword +3 (VR)
very_rare
Service award
Service award VR
Show
Notes:
Harengon’s Freedom
The hilt of this shortswordis decorated with images of frolicking harengonand the blade is constructed of a shimmering dark purple crystal. When wielded, you gain a +2 bonus to initiative if you’re not incapacitated. This item functions as a +3 weapon (shortsword) (see the Dungeon Master’s Guide).
Hat of disguise (U, A)
uncommon
CCC-NBDD01-02 Where Can She Be
Show
Notes:
Attunement
Manual of quickness of action (VR)
very_rare
Trade Danny/ CCC-BMG-37 HULB 3-1 Weakness of Rock
Trade Log
Show
Notes:
+2 dex
Nine Lives Stealer Scimitar (VR,A)
very_rare
CCC-QCC2018-01 Of Gods and Monsters
CCC-QCC2018-01 Of Gods and Monsters
Show
Notes:
Weapon (any sword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Orb of Time (C)
common
FR-DC-CONMAR 04 Revelling Along the Shadows
FR-DC-CONMAR 04 Revelling Along the Shadows
Show
Notes:
Orb of Time
Wondrous item, common
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Portable hole (R)
rare
CCC-NBDD01-01 Clever
CCC-NBDD01-01 Clever
Show
Notes:
The Tyrant Lizard Gang used this portable hole to smuggle dinosaurs throughout the city. Its edges are frayed from being chewed on, and the occasional tooth or feather can still be found inside it.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Ring of Resistance (Acid) (R)
rare
DDHC-GoG Giants of the Star Forge
DDHC-GoG Giants of the Star Forge
Show
Notes:
Ring of Resistance (Acid)
Ring, Rare
You have Resistance to one damage type while wearing this ring which has a pearl gemstone.
Flavor: A Medium or Small Humanoid can wear one of these rings like a bangle.
The Mask of Wompona Yarp (Helm of Brilliance) (VR,A)
very_rare
DDAL07-14 The Fathomless Pits of Ill Intent
DDAL07-14 The Fathomless Pits of Ill Intent
Show
Notes:
Wondrous item, very rare (requires attunement)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
As long as the helm has at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
This monstrous batiri goblin mask is made of lacquered wood and its gems carved to resemble
numerous unblinking eyes. When a gem is used, the surrounding wood closes around it like an eyelid. When found, the helm has 6 diamonds, 5 rubies, 17 fire opals, and 34 opals.
Traveler's Heart (Stone of control Earth elemental) (R)
rare
CCC-SFBAY-04-02 Under Earth & Stone
CCC-SFBAY-04-02 Under Earth & Stone
Show
Notes:
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.
The Traveler’s Heart is a perfectly smooth sphere forged of meteorite iron, the size of a small shotput or orange. The person attuned to the Traveler’s Heart has the Delver ability while holding the stone:
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.
This item can be found in the Dungeon Master’s Guide.
Wand of mm (U)
uncommon
Forge of Fury
Trade Log
Show
Notes:
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of polymorph (VR-A)
very_rare
DDAL07-13 Old bones and older tomes
DDAL07-13 Old bones and older tomes
Show
Notes:
wand of polymorph
Wand, very rare (requires attunement)
Having this wand on one’s person causes fits of restless sleep—where the owner’s nights are filled with wonderful dreams of soaring above the canopy on wide, feathered wings; burrowing among the roots of immense trees with wide, thick claws; and the other goings on that jungle critters seem to enjoy so much. Aside from this, the slender, foot-long length of grey stone is otherwise unexceptional.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Bahamut's Blessing (Blessing of Magic Resistance) | very_rare | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
Notes:
Bahamut's Blessing (Blessing of Magic Resistance) You have advantage on saving throws against spells and other magical effects. |
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Cloak of Displacement (R,A) | rare | Service Awards | Service awards | Show | ||
Notes:
Requires Attunement While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. |
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Cloak of elvenkind (U, A) | uncommon | Trade Log | Show | |||
Notes:
Cloak of elvenkind (U, A) |
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Clockwork amulet (C) | common | Where can she be | CCC-NBDD01-02 Where Can She Be | Show | ||
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. |
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Dragonhide Belt +3 (VR-A) | very_rare | FR-DC-CONMAR 04 Revelling Along the Shadows | FR-DC-CONMAR 04 Revelling Along the Shadows | Show | ||
Notes:
Dragonhide Belt +3 This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. |
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Dragonhide Belt +3 (VR,A) | very_rare | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
Notes:
Dragonhide Belt +3 This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing. This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. Harmonious Minor Property. Attuning to this item takes only 1 minute. |
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Dragon Wing Shortbow (Fire) (R-A) | rare | DDHC-GoG Giants of the Star Forge | DDHC-GoG Giants of the Star Forge | Show | ||
Notes:
Dragon Wing Bow The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. Secondary Damage: 1d6 |
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Glamoured studded leather armor (R) | rare | Service awards: Glamoured studded leather | Show | |||
Notes:
Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus Action to speak the armor’s Command word and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory Appearance lasts until you use this property again or remove the armor. |
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Gloves of Thievery (U) | uncommon | CCC-FAD-01 Out The Back (Gorin) | Trade Log | Show | ||
Notes:
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. |
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Harengon's Freedom shortsword +3 (VR) | very_rare | Service award | Service award VR | Show | ||
Notes:
Harengon’s Freedom |
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Hat of disguise (U, A) | uncommon | CCC-NBDD01-02 Where Can She Be | Show | |||
Notes:
Attunement |
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Manual of quickness of action (VR) | very_rare | Trade Danny/ CCC-BMG-37 HULB 3-1 Weakness of Rock | Trade Log | Show | ||
Notes:
+2 dex |
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Nine Lives Stealer Scimitar (VR,A) | very_rare | CCC-QCC2018-01 Of Gods and Monsters | CCC-QCC2018-01 Of Gods and Monsters | Show | ||
Notes:
Weapon (any sword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. |
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Orb of Time (C) | common | FR-DC-CONMAR 04 Revelling Along the Shadows | FR-DC-CONMAR 04 Revelling Along the Shadows | Show | ||
Notes:
Orb of Time While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. |
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Portable hole (R) | rare | CCC-NBDD01-01 Clever | CCC-NBDD01-01 Clever | Show | ||
Notes:
The Tyrant Lizard Gang used this portable hole to smuggle dinosaurs throughout the city. Its edges are frayed from being chewed on, and the occasional tooth or feather can still be found inside it. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Ring of Resistance (Acid) (R) | rare | DDHC-GoG Giants of the Star Forge | DDHC-GoG Giants of the Star Forge | Show | ||
Notes:
Ring of Resistance (Acid) |
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The Mask of Wompona Yarp (Helm of Brilliance) (VR,A) | very_rare | DDAL07-14 The Fathomless Pits of Ill Intent | DDAL07-14 The Fathomless Pits of Ill Intent | Show | ||
Notes:
Wondrous item, very rare (requires attunement) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. This monstrous batiri goblin mask is made of lacquered wood and its gems carved to resemble |
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Traveler's Heart (Stone of control Earth elemental) (R) | rare | CCC-SFBAY-04-02 Under Earth & Stone | CCC-SFBAY-04-02 Under Earth & Stone | Show | ||
Notes:
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. The Traveler’s Heart is a perfectly smooth sphere forged of meteorite iron, the size of a small shotput or orange. The person attuned to the Traveler’s Heart has the Delver ability while holding the stone: 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. This item can be found in the Dungeon Master’s Guide. |
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Wand of mm (U) | uncommon | Forge of Fury | Trade Log | Show | ||
Notes:
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Wand of polymorph (VR-A) | very_rare | DDAL07-13 Old bones and older tomes | DDAL07-13 Old bones and older tomes | Show | ||
Notes:
wand of polymorph |