Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Neverdeath crypt key (Mystery key) (C) common FR-DC-VECNA-02 Eldritch Eye Wide Shut FR-DC-VECNA-02 Eldritch Eye Wide Shut Show
Notes:

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.
Xanathar's Guide to Everything, pg. 138
“Etched and molded from dark crystals of dark purple, the skeleton-style key features the letter ‘V’ etched on its handle.”
Language. The bearer can speak and understand the language Elvish while the item is on the bearer’s person.

Periapt of Health (U) uncommon CCC-BMG-MOON10-1 Whispers & Warnings CCC-BMG-MOON10-1 Whispers & Warnings Show
Notes:

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

At the center of a gaudy copper setting rests a small, tear-shaped geode, 1 inch wide and 2 inches tall. The crystals are blood red and metallic gold, and they shimmer when exposed to even a small amount of light. If a chain originally accompanied this bauble, it is long gone. The periapt is now hung from a cord of coarse braided hair, possibly from a horse or donkey.

This item is found in the Dungeon Master’s Guide.

Periapt of Health (U-A) uncommon DDHC-DD-06 Dragon Delves: The Forbidden Vale DDHC-DD-06 Dragon Delves: The Forbidden Vale Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Periapt of wound closure (U-A) uncommon DDHC-DD-07 Before the Storm DDHC-DD-07 Before the Storm Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Ring of Evasion (R-A) rare DDHC-DD-07 Before the Storm DDHC-DD-07 Before the Storm Show
Notes:

Ring, Rare (Requires Attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.

Ring of resistance (Acid) (R-A) rare DDHC-DD-07 Before the Storm DDHC-DD-07 Before the Storm Show
Notes:

Ring of Resistance
Ring, rare (requires attunement)

You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.

Sentinel shield (U) uncommon DDAL-DRW-INT-02 Watchers of the Trollclaws DDAL-DRW-INT-02 Watchers of the Trollclaws 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 symbol of an eye.

Shark Tooth /Necklace of Prayer Beads (R-A) rare FR-DC-VECNA-01 Three Body Problem FR-DC-VECNA-01 Three Body Problem Show
Notes:

Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
This necklace has 6 magic beads made from pearls and shark teeths. 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 GM 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.
This necklace has the following beads: 1 Bead of Blessing, Bead of Curing, Bead of Favor, Bead of Smiting, Bead of Summons and Bead of Wind Walking.

“A glowing green stone, surrounded by six large sharp razor shark teeth.”
Language. The bearer can speak and understand a language of sharks and Sahuagin while the item is on the bearer’s person.

Silvered Weapon (Spear) (‘C) common DDHC-DD-06 Dragon Delves: The Forbidden Vale DDHC-DD-06 Dragon Delves: The Forbidden Vale Show
Notes:

Weapon (Spear), Common

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Silvered Weapon Spear (C) common DDHC-DD-05 The Dragon of Najkir DDHC-DD-05 The Dragon of Najkir Show
Notes:

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Slumbering Dragon-Touched Focus (U-A) uncommon Dragon Delves/Service Rewards Service hours Show
Notes:

Slumbering Dragon-Touched Focus
Wondrous item, uncommon (requires attunement by a spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

Stirring Chromatic Dragon-Touched Focus (R-A) rare DDHC-DD-06 Dragon Delves: The Forbidden Vale DDHC-DD-06 Dragon Delves: The Forbidden Vale Show
Notes:

Stirring Dragon-Touched Focus
Wondrous item, rare (requires attunement by a spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. It gains an additional property determined by the family of the dragon in whose hoard it became Stirring:

Chromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell's damage rolls.

Sword of Vengeance (Greatsword) (U-A) uncommon DDHC-DD-06 Dragon Delves: The Forbidden Vale DDHC-DD-06 Dragon Delves: The Forbidden Vale Show
Notes:

Weapon (Greatsword), Uncommon (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.

Trident of Fish Command (U-A) uncommon DDHC-DD-07 Before the Storm DDHC-DD-07 Before the Storm Show
Notes:

Weapon (Trident), Uncommon (Requires Attunement)

This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.

Wand of Entangle (U,A) uncommon Sunless Citadel DDHC-TYP Ch.1 The Sunless Citadel Show
Notes:

Wand of Entangle
Wand, uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.

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 Magic Missile (U) uncommon KGV Keys from the Golden Vault chapter 3 KGV Keys from the Golden Vault chapter 3 Show
Notes:

Wand, uncommon

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.