Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Lantern of Revealing
uncommon
Cormanthor
B
CCC-CONMAR01-01 Helping Hands
Show
Notes:
Value/Weight: 2 lb.
Details:
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Cariboots (C)
common
Feast of the Moon 2020 Wandering Monsters Wave 4
Show
Notes:
Wondrous item, common. These boots fit any humanoid, and are finely crafted from caribou pelts and lined with the softest fur. While wearing these boots, you can choose to have them leave tracks like those of a caribou.
Lantern of revealing
uncommon
Blue Alley
DDHC-WDH-03 Blue Alley
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius
Wand of Secrets
uncommon
Blue Alley
DDHC-WDH-03 Blue Alley
Show
Notes:
Wand of Secrets
Wondrous item, uncommon
The wand is constructed from many low-quality emeralds that have been fused together. Inscribed along the edge, in a mix of abyssal and draconic, is the phrase: "All that is yours is mine, and what is mine cannot be hidden."
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Mantle of Spell resistance (R, A)
rare
DDEX01-13 Pool of Radiance Resurgent
DDEX01-13 Pool of Radiance Resurgent
Show
Notes:
Requires Attunement
You have advantage on saving throws against spells while you wear this cloak.
This crimson fine linen cloak is edged with cloth-of-gold, and bears a gold clasp. The wearer’s ears tingle when a spell targets the wearer, whether or not it takes effect.
Handy Haversack
rare
DDEX03-07 Herald of the Moon
Trade Log
Show
Notes:
Handy Haversack
Bracers of Defense (R, A)
rare
DDAL00-02C Lost Tales of Myth Drannor
DDAL00-02C Lost Tales of Myth Drannor Spawn of the maimed virulence
Show
Flurried fur (smoldering armor)
common
Winter's Flame
Trade Log
Show
Notes:
Armor (any light or medium), common (you choose what type of armour you would like!)
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. This item can be found in Xanathar’s Guide to Everything. (Wisps of harmless, odorless smoke rise from this armor while it is worn.)
Splint mail +1 (R)
rare
DDAL05-4 In Dire Need
Trade Log
Show
Notes:
From Akto/Terazul
Armor, rare You have a +1 bonus to AC while wearing this armor. This item can be found in the Dungeon Master’s Guide. A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar.
Ingot of the Sköld Rune (R,A)
rare
trade, Verrin, Chapter 8: Forge of the Fire Giants
Trade Log
Show
Notes:
Ingot of the Sköld Rune (R,A)
Verrin, Chapter 8: Forge of the Fire Giants
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person.
Runic Shield. You have a +1 bonus to AC.
Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.
Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.
Brooch of Shielding (U, A)
uncommon
DC-PoA-NBDD-01 Ice, Ice, Birdie (Lava)
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Notes: Resistance: Force, Warding, Jewelry
Brooch of shielding (U, A)
uncommon
DC-PoA-CONMAR-11 The Dragonship Approaches
DC-PoA-CONMAR-11 The Dragonship Approaches
Show
Notes:
Requires Attunement
While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell.
Tome of Understanding (VR)
very_rare
Service awards
Service award
Show
Boots of Speed (R,A)
rare
WBW-DC-CONMAR-14 Minuet of Misty Mountain
WBW-DC-CONMAR-14 Minuet of Misty Mountain
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
The boots are red and have a golden clover woven into them. The boots look like sneakers.
Necklace of Prayer beads (R,A)
rare
Trade Frieda/White Plume Mountain
Trade Log
Show
Notes:
3x bless
Greater restoration
Planar Ally
Wind Walking
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
Plate +2 (VR)
very_rare
Trading post CWF24
Trade Log
Show
Notes:
18+2 AC
Demon Armor (VR-A)
very_rare
DDEX03-16 Assault on Maerimydra
DDEX03-16 Assault on Maerimydra
Show
Notes:
Demon Armor
Armor (heavy, plate), very rare (requires attunement)
The black metal from which this finely-crafted armor is forged of lends a frightful appearance that is form-fitting and elegant in design. The visor comprises the entire front of the helm and resembles the face of an emotionless drow--complete with long, pointed ears. It is festooned with a long, hooded cloak of smooth, white silk that never seems to get dirty.
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.
AC: 19
Stealth: Disadvantage
Weight: 65
Damage: 1d8+1
Damage Type: slashing
Ring of the ram (R-A)
rare
CCC-GHC-07 The River Runs Red
CCC-GHC-07 The River Runs Red
Show
Notes:
Ring of the ram
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
"Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring."
Manual of Bodily Health (con)(VR)
very_rare
Service Awards 50th Anniversary, version 1.2
Service Awards
Show
Notes:
Manual of Bodily Health
Wondrous item, very rare
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.
Tyr's Justice Greatsword +2 (R)
rare
CCC-GHC-08 Death in the Ruins
CCC-GHC-08 Death in the Ruins
Show
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated.
| Name | Rarity | Location | Table | Result ▼ | Source | |
|---|---|---|---|---|---|---|
| Lantern of Revealing | uncommon | Cormanthor | B | CCC-CONMAR01-01 Helping Hands | Show | |
|
Notes:
Value/Weight: 2 lb. |
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| Cariboots (C) | common | Feast of the Moon 2020 Wandering Monsters Wave 4 | Show | |||
|
Notes:
Wondrous item, common. These boots fit any humanoid, and are finely crafted from caribou pelts and lined with the softest fur. While wearing these boots, you can choose to have them leave tracks like those of a caribou. |
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| Lantern of revealing | uncommon | Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
|
Notes:
Lantern of Revealing |
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| Wand of Secrets | uncommon | Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
|
Notes:
Wand of Secrets The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. |
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| Mantle of Spell resistance (R, A) | rare | DDEX01-13 Pool of Radiance Resurgent | DDEX01-13 Pool of Radiance Resurgent | Show | ||
|
Notes:
Requires Attunement You have advantage on saving throws against spells while you wear this cloak. This crimson fine linen cloak is edged with cloth-of-gold, and bears a gold clasp. The wearer’s ears tingle when a spell targets the wearer, whether or not it takes effect. |
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| Handy Haversack | rare | DDEX03-07 Herald of the Moon | Trade Log | Show | ||
|
Notes:
Handy Haversack |
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| Bracers of Defense (R, A) | rare | DDAL00-02C Lost Tales of Myth Drannor | DDAL00-02C Lost Tales of Myth Drannor Spawn of the maimed virulence | Show | ||
| Flurried fur (smoldering armor) | common | Winter's Flame | Trade Log | Show | ||
|
Notes:
Armor (any light or medium), common (you choose what type of armour you would like!) |
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| Splint mail +1 (R) | rare | DDAL05-4 In Dire Need | Trade Log | Show | ||
|
Notes:
From Akto/Terazul |
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| Ingot of the Sköld Rune (R,A) | rare | trade, Verrin, Chapter 8: Forge of the Fire Giants | Trade Log | Show | ||
|
Notes:
Ingot of the Sköld Rune (R,A) This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person. Runic Shield. You have a +1 bonus to AC. Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest. Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits. Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it. |
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| Brooch of Shielding (U, A) | uncommon | DC-PoA-NBDD-01 Ice, Ice, Birdie (Lava) | Trade Log | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) Notes: Resistance: Force, Warding, Jewelry |
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| Brooch of shielding (U, A) | uncommon | DC-PoA-CONMAR-11 The Dragonship Approaches | DC-PoA-CONMAR-11 The Dragonship Approaches | Show | ||
|
Notes:
Requires Attunement While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell. |
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| Tome of Understanding (VR) | very_rare | Service awards | Service award | Show | ||
| Boots of Speed (R,A) | rare | WBW-DC-CONMAR-14 Minuet of Misty Mountain | WBW-DC-CONMAR-14 Minuet of Misty Mountain | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) |
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| Necklace of Prayer beads (R,A) | rare | Trade Frieda/White Plume Mountain | Trade Log | Show | ||
|
Notes:
3x bless Necklace of Prayer Beads This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. |
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| Plate +2 (VR) | very_rare | Trading post CWF24 | Trade Log | Show | ||
|
Notes:
18+2 AC |
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| Demon Armor (VR-A) | very_rare | DDEX03-16 Assault on Maerimydra | DDEX03-16 Assault on Maerimydra | Show | ||
|
Notes:
Demon Armor The black metal from which this finely-crafted armor is forged of lends a frightful appearance that is form-fitting and elegant in design. The visor comprises the entire front of the helm and resembles the face of an emotionless drow--complete with long, pointed ears. It is festooned with a long, hooded cloak of smooth, white silk that never seems to get dirty. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 19 |
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| Ring of the ram (R-A) | rare | CCC-GHC-07 The River Runs Red | CCC-GHC-07 The River Runs Red | Show | ||
|
Notes:
Ring of the ram This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. "Crafted of cold iron and fashioned with the likeness of a jutting fist, this ring is always slightly cold to the touch. You have an itching desire to break small, fragile objects while wearing the ring." |
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| Manual of Bodily Health (con)(VR) | very_rare | Service Awards 50th Anniversary, version 1.2 | Service Awards | Show | ||
|
Notes:
Manual of Bodily Health 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. |
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| Tyr's Justice Greatsword +2 (R) | rare | CCC-GHC-08 Death in the Ruins | CCC-GHC-08 Death in the Ruins | Show | ||
|
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated. |
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