Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Pyrotechnics (C)
common
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
Show
Notes:
Wand of Pyrotechnics (wand, common)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.
This item is found in the Xanathar's Guide to Everything
This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns.
Wand of Fireballs (R,A)
rare
SJ-DC-END-01-03 Caught in the Crossfire
SJ-DC-END-01-03 Caught in the Crossfire
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. This item is found in the Dungeon Master’s Guide.
Attuning to the wand only takes 1 minute. It is made of opalescent crystal that is faintly warm to the touch. The wand turns blood red whenever its wielder gets angry.
Vicious Rapier (R)
rare
DDHC-KGV-11 Affair on the Concordant Express choice
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Weapon (Rapier), Rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
Studded Leather armor +2 (VR)
very_rare
Service Reward/TRI/Hulburg
Service Reward
Show
Notes:
You have a +2 bonus to AC while wearing this armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Notes: Bonus: Armor Class, Combat, Warding
Splint armor +1 (U)
uncommon
DDEX1-12 Raiders of the Twilight Marsh
DDEX1-12 Raiders of the Twilight Marsh
Show
Notes:
This fine suit of armor has dwarven runes etched upon it. The runes describe the glories of great battles in the North against orcs. The armor glows faintly when within 100 feet of orcs.
Silver Horn of Valhalla (R)
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Silver Horn of Valhalla
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons
Silvered Greatsword +3 (VR)
very_rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Silvered Greatsword +3
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Sentinel Shield (U)
uncommon
CCC-WWC-07 The Icy Hand of Hate
CCC-WWC-07 The Icy Hand of Hate
Show
Notes:
Armor (Shield), Uncommon
While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks.
The shield is emblazoned with a flaming sword, which is the holy symbol of the warrior god Tempus.
Rod of the Pact Keeper +2 (R-A)
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Rod of Rulership (R,A)
rare
CCC-TRI-03 ROC1-1 Fences and Swords
CCC-TRI-03 ROC1-1 Fences and Swords
Show
Notes:
Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
This ornate wooden rod is a dark green hue, about two and a half feet in length. The head of the rod is a circular, heavy scepter head, with green banding and rubies interlaid into a gold crown. The base of the rod is a gold-leafed leather pommel with a tassel.
Ring of Warmth (U-A)
uncommon
CCC-WWC-05 Tyrant of Orcs
CCC-WWC-05 Tyrant of Orcs
Show
Notes:
If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.
In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
This band of this ring is made of unblemished silver that is slightly cool to the touch.
Rapier of the Dark Huntsman (Rapier of Life Stealing) (R-A)
rare
CCC-PDXAGE-02-01 The Dark Hunt
CCC-PDXAGE-02-01 The Dark Hunt
Show
Notes:
Weapon (Rapier), rare (requires attunement)
This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed.
When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.
Rapier +1 (U)
uncommon
Lvl 5 item/trade Rasmus Sumsman, Pelt
Trade Log
Show
Notes:
+1 to attack and damage
Psi Crystal (U, A)
uncommon
DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines
DC-PoA-CONMAR-01 Something Sinister
Show
Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi Crystal Properties
Intelligence Score
Range of Telepathy Light intensity
3-7 15 Feet Dim light out to a range of 5 feet
8-11 30 feet
Bright light in a 5-foot radius and
dim light for an additional 5 feet
12-15 60 feet
Bright light in a 10-foot radius and
dim light for an additional 10 feet
16 or higher 120 feet
Bright light in a 15-foot radius and
dim light for an additional 15 feet
Pack of Smoke powder (U)
uncommon
SJ-DC-END-01-03 Caught in the Crossfire
SJ-DC-END-01-03 Caught in the Crossfire
Show
Notes:
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.
If smokepowder is set on fire, dropped, or otherwise handled roughtly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet. 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.
Necklace of Prayer Beads (R-A)
rare
FR-DC-DOBU-02-01 Hoard of the Death Dragon
FR-DC-DOBU-02-01 Hoard of the Death Dragon
Show
Notes:
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 by rolling on the table below. 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.
This necklace contains six Shining Smiting beads and has the muttering quirk.
Muttering. The item grumbles and mutters constant words of encouragement to smite evildoers. Examples of such utterances might include. "Yes. They are evil. Please smite them. Smite them now."
Mystery Key (C)
common
CCC-WWC-08 Pool of Annihilation
CCC-WWC-08 Pool of Annihilation
Show
Notes:
Mystery Key
Wondrous item, common
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.
Mithral Armor (U)
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Mirror of the past (R)
rare
DC-POA-CONMAR-18: The Nightshade Sinners
DC-POA-CONMAR-18: The Nightshade Sinners
Show
Notes:
Mirror of the past
Wondrous Item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
This item is found in Tales from the Yawning Portal.
The rim of this circular mirror is engraved with Draconic letters, which spells out the following sentence in Loross: “Look into me, and I will show you what has been.”
Jannick’s sword belt (Belt of Hill Giant Str) (R-A)
rare
FR-DC-CONMAR-XX Tomb of Honors
FR-DC-CONMAR-XX Tomb of Honors
Show
Notes:
Jannick’s sword belt
Belt of Hill Giant Strength
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Legend has it that no enemy was ever able to get the jump on Jannick, he moved so swiftly that he always landed the first strike. Wearing this belt imbues you with a modicum of Jannick's swiftness.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of Pyrotechnics (C) | common | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | Show | ||
|
Notes:
Wand of Pyrotechnics (wand, common) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. This item is found in the Xanathar's Guide to Everything This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns. |
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| Wand of Fireballs (R,A) | rare | SJ-DC-END-01-03 Caught in the Crossfire | SJ-DC-END-01-03 Caught in the Crossfire | Show | ||
|
Notes:
Wand, rare (requires attunement by a spellcaster) Attuning to the wand only takes 1 minute. It is made of opalescent crystal that is faintly warm to the touch. The wand turns blood red whenever its wielder gets angry. |
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| Vicious Rapier (R) | rare | DDHC-KGV-11 Affair on the Concordant Express choice | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Weapon (Rapier), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. |
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| Studded Leather armor +2 (VR) | very_rare | Service Reward/TRI/Hulburg | Service Reward | Show | ||
|
Notes:
You have a +2 bonus to AC while wearing this armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. Notes: Bonus: Armor Class, Combat, Warding |
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| Splint armor +1 (U) | uncommon | DDEX1-12 Raiders of the Twilight Marsh | DDEX1-12 Raiders of the Twilight Marsh | Show | ||
|
Notes:
This fine suit of armor has dwarven runes etched upon it. The runes describe the glories of great battles in the North against orcs. The armor glows faintly when within 100 feet of orcs. |
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| Silver Horn of Valhalla (R) | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Silver Horn of Valhalla You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement |
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| Silvered Greatsword +3 (VR) | very_rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Silvered Greatsword +3 You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. |
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| Sentinel Shield (U) | uncommon | CCC-WWC-07 The Icy Hand of Hate | CCC-WWC-07 The Icy Hand of Hate | Show | ||
|
Notes:
Armor (Shield), Uncommon |
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| Rod of the Pact Keeper +2 (R-A) | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Rod of the Pact Keeper +2 While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
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| Rod of Rulership (R,A) | rare | CCC-TRI-03 ROC1-1 Fences and Swords | CCC-TRI-03 ROC1-1 Fences and Swords | Show | ||
|
Notes:
Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. |
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| Ring of Warmth (U-A) | uncommon | CCC-WWC-05 Tyrant of Orcs | CCC-WWC-05 Tyrant of Orcs | Show | ||
|
Notes:
If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. |
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| Rapier of the Dark Huntsman (Rapier of Life Stealing) (R-A) | rare | CCC-PDXAGE-02-01 The Dark Hunt | CCC-PDXAGE-02-01 The Dark Hunt | Show | ||
|
Notes:
Weapon (Rapier), rare (requires attunement) This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn’t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken. |
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| Rapier +1 (U) | uncommon | Lvl 5 item/trade Rasmus Sumsman, Pelt | Trade Log | Show | ||
|
Notes:
+1 to attack and damage |
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| Psi Crystal (U, A) | uncommon | DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines | DC-PoA-CONMAR-01 Something Sinister | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Psi Crystal Properties Range of Telepathy Light intensity 8-11 30 feet dim light for an additional 5 feet 12-15 60 feet dim light for an additional 10 feet 16 or higher 120 feet dim light for an additional 15 feet |
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| Pack of Smoke powder (U) | uncommon | SJ-DC-END-01-03 Caught in the Crossfire | SJ-DC-END-01-03 Caught in the Crossfire | Show | ||
|
Notes:
Wondrous Item, Uncommon |
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| Necklace of Prayer Beads (R-A) | rare | FR-DC-DOBU-02-01 Hoard of the Death Dragon | FR-DC-DOBU-02-01 Hoard of the Death Dragon | Show | ||
|
Notes:
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 by rolling on the table below. 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. This necklace contains six Shining Smiting beads and has the muttering quirk. Muttering. The item grumbles and mutters constant words of encouragement to smite evildoers. Examples of such utterances might include. "Yes. They are evil. Please smite them. Smite them now." |
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| Mystery Key (C) | common | CCC-WWC-08 Pool of Annihilation | CCC-WWC-08 Pool of Annihilation | Show | ||
|
Notes:
Mystery Key A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears. |
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| Mithral Armor (U) | uncommon | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Mithral Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
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| Mirror of the past (R) | rare | DC-POA-CONMAR-18: The Nightshade Sinners | DC-POA-CONMAR-18: The Nightshade Sinners | Show | ||
|
Notes:
Mirror of the past |
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| Jannick’s sword belt (Belt of Hill Giant Str) (R-A) | rare | FR-DC-CONMAR-XX Tomb of Honors | FR-DC-CONMAR-XX Tomb of Honors | Show | ||
|
Notes:
Jannick’s sword belt |
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