Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Instrument of the Bards (Doss Lute) (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 by a Bard)
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 this one. 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.
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.
Instruments of the Bards
Instrument Spells
All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Doss lute
Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison
Illuminator's Tattoo (C-A)
common
DDAL10-01 The Frozen North
Trade Log
Show
Horn of Blasting (‘R)
rare
DDHC-DD-06 Dragon Delves: The Forbidden Vale
DDHC-DD-06 Dragon Delves: The Forbidden Vale
Show
Notes:
Wondrous Item, Rare
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Helm of Vehariel Dread Helm (C)
common
FR-DC-VECNA-03 Neverdeath Nights
FR-DC-VECNA-03 Neverdeath Nights
Show
Notes:
Wondrous Item, common
This fearsome chardalyn black helm makes your eyes glow red and hides the rest of your face in shadow while you wear it. “ This blood black helm is slightly transparent but projects an illusory sinister presence of blood and death.”
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Gloves of Thievery (U)
uncommon
CCC-FAD-01 Out The Back
CCC-FAD-01 Out The Back
Show
Notes:
Gloves of Thievery
wondrous item, uncommon
Value/Weight:
Details
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.
This item is found in the Dungeon Master’s Guide.
These soft, black leather gloves have a small W embroidered in silver thread on their back.
Folding Boat (R)
rare
DDHC-DD-05 The Dragon of Najkir
DDHC-DD-05 The Dragon of Najkir
Show
Notes:
Wondrous Item, Rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use:
First Command Word. The box unfolds into a Rowboat.
Second Command Word. The box unfolds into a Keelboat.
Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
Statistics for the Rowboat and Keelboat appear in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.
Elven chain mail (R)
rare
FR-DC-CONMAR-05 Lair of a Dragon
Service rewards as player: Lair of a Dragon
Show
Notes:
Elven Chain Mail
Armor (Chain Mail), Rare
You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.
Flavour: This armor is magnificent elven handiwork from a long time ago, but it has gotten a hint of sulfur smell that you cannot get rid of. "Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it."
Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Cube of Summoning (‘R),
rare
DDHC-DD-06 Dragon Delves: The Forbidden Vale
DDHC-DD-06 Dragon Delves: The Forbidden Vale
Show
Notes:
Wondrous Item, Rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn.
Cube of Summoning
1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey
Coiling Grasp Tattoo (U, A)
uncommon
SJ-DC-RFJK-01 Bringing home the Bacon
SJ-DC-RFJK-01 Bringing home the Bacon
Show
Notes:
Coiling Grasp Tattoo
Wondrous Item (tattoo), uncommon (requires attunement)
One copy available to each character
Produced by a special needle, this magic tattoo has long intertwining designs.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. This item is found in Tasha’s Cauldron of Everything.
This item is found in Tasha's Cauldron of Everything.
Wicked. Formerly wielded by fearsome marauders and monsters of Wildspace, this pseudo-sentient tattoo yearns to hunt and pillage. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so.
Cloak of many Fashions (C)
common
CCC-QUAKE-01 Red War: Thayan Peace Keeper
CCC-QUAKE-01 Red War: Thayan Peace Keeper
Show
Notes:
Wondrous Item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
When not worn, the cloak’s default setting is a perfectly authentic Red Wizard cloak
Breastplate of Fungal Spores (U)
uncommon
Playtest: Mines of Mystery
Playtest: Mines of Mystery
Show
Notes:
Book of Many things.
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. While worn it grants an AC of 14 + Dex Modifier (maximum +2) and weighs 20 lbs.
While this breastplate was once made from metal, the chthonian fungi that has infused it has replaced and transformed the metal into some strange, but very hard organic material. The breastplate therefore no longer counts as metal for relevant purposes (Druids, Heat Metal, etc.).
Boundary Bracers (Bracers of Defense) (R-A)
rare
FR-DC-VECNA-02 Eldritch Eye Wide Shut
FR-DC-VECNA-02 Eldritch Eye Wide Shut
Show
Notes:
Boundary Bracers (Bracers of Defense)
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Basic Rules, pg. 156
“An heirloom brace of the Babris family, embossed with imagery of roses and swords. A feminine whisper from the item goads its
wearer to acts of evil.”
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Boots of False Tracks (C)
common
CCC-FAD-01 Out The Back
CCC-FAD-01 Out The Back
Show
Notes:
Boots of False Tracks
wondrous item, common, , minor tier
Value/Weight:
Details:
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Boots of Elvenkind (U)
uncommon
DDAL-DRW-INT-03 A Red Day for Elventree
DDAL-DRW-INT-03 A Red Day for Elventree
Show
Notes:
Wondrous item, uncommon.
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Armor of resistance (scale mail, acid)
rare
DDHC-DD-07 Before the Storm
DDHC-DD-07 Before the Storm
Show
Notes:
Wondrous Item, Rare
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Armor of Necrotic Resistance “Winter’s Warden” half plate (R-A)
rare
FR-DC-VECNA-03 Neverdeath Nights
FR-DC-VECNA-03 Neverdeath Nights
Show
Notes:
“WINTER’S WARDEN”
ARMOR OF NECROTIC RESISTANCE (HALF-PLATE)
Armor (medium), rare (requires attunement)
Half plate consists of shaped chardalyn plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. You have resistance to necrotic damage while you wear this armor.
“Winter white and blue armor, that radiates in connection with its bearer, and embedded with the crest of Neverwinter.”
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Instrument of the Bards (Doss Lute) (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 by a Bard) 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 this one. 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. 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. Instruments of the Bards |
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| Illuminator's Tattoo (C-A) | common | DDAL10-01 The Frozen North | Trade Log | Show | ||
| Horn of Blasting (‘R) | rare | DDHC-DD-06 Dragon Delves: The Forbidden Vale | DDHC-DD-06 Dragon Delves: The Forbidden Vale | Show | ||
|
Notes:
Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn. |
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| Helm of Vehariel Dread Helm (C) | common | FR-DC-VECNA-03 Neverdeath Nights | FR-DC-VECNA-03 Neverdeath Nights | Show | ||
|
Notes:
Wondrous Item, common |
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| Gloves of Thievery (U) | uncommon | CCC-FAD-01 Out The Back | CCC-FAD-01 Out The Back | Show | ||
|
Notes:
Gloves of Thievery Value/Weight: Details This item is found in the Dungeon Master’s Guide. These soft, black leather gloves have a small W embroidered in silver thread on their back. |
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| Folding Boat (R) | rare | DDHC-DD-05 The Dragon of Najkir | DDHC-DD-05 The Dragon of Najkir | Show | ||
|
Notes:
Wondrous Item, Rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed. |
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| Elven chain mail (R) | rare | FR-DC-CONMAR-05 Lair of a Dragon | Service rewards as player: Lair of a Dragon | Show | ||
|
Notes:
Elven Chain Mail You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor. Flavour: This armor is magnificent elven handiwork from a long time ago, but it has gotten a hint of sulfur smell that you cannot get rid of. "Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it." Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
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| Cube of Summoning (‘R), | rare | DDHC-DD-06 Dragon Delves: The Forbidden Vale | DDHC-DD-06 Dragon Delves: The Forbidden Vale | Show | ||
|
Notes:
Wondrous Item, Rare This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened. Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster. Once the cube summons a creature, the cube can’t do so again until the next dawn. Cube of Summoning |
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| Coiling Grasp Tattoo (U, A) | uncommon | SJ-DC-RFJK-01 Bringing home the Bacon | SJ-DC-RFJK-01 Bringing home the Bacon | Show | ||
|
Notes:
Coiling Grasp Tattoo Produced by a special needle, this magic tattoo has long intertwining designs. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. This item is found in Tasha’s Cauldron of Everything. Wicked. Formerly wielded by fearsome marauders and monsters of Wildspace, this pseudo-sentient tattoo yearns to hunt and pillage. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. |
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| Cloak of many Fashions (C) | common | CCC-QUAKE-01 Red War: Thayan Peace Keeper | CCC-QUAKE-01 Red War: Thayan Peace Keeper | Show | ||
|
Notes:
Wondrous Item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. When not worn, the cloak’s default setting is a perfectly authentic Red Wizard cloak |
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| Breastplate of Fungal Spores (U) | uncommon | Playtest: Mines of Mystery | Playtest: Mines of Mystery | Show | ||
|
Notes:
Book of Many things. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. While worn it grants an AC of 14 + Dex Modifier (maximum +2) and weighs 20 lbs. While this breastplate was once made from metal, the chthonian fungi that has infused it has replaced and transformed the metal into some strange, but very hard organic material. The breastplate therefore no longer counts as metal for relevant purposes (Druids, Heat Metal, etc.). |
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| Boundary Bracers (Bracers of Defense) (R-A) | rare | FR-DC-VECNA-02 Eldritch Eye Wide Shut | FR-DC-VECNA-02 Eldritch Eye Wide Shut | Show | ||
|
Notes:
Boundary Bracers (Bracers of Defense) |
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| Boots of False Tracks (C) | common | CCC-FAD-01 Out The Back | CCC-FAD-01 Out The Back | Show | ||
|
Notes:
Boots of False Tracks Value/Weight: Details: Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. |
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| Boots of Elvenkind (U) | uncommon | DDAL-DRW-INT-03 A Red Day for Elventree | DDAL-DRW-INT-03 A Red Day for Elventree | Show | ||
|
Notes:
Wondrous item, uncommon. |
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| Armor of resistance (scale mail, acid) | rare | DDHC-DD-07 Before the Storm | DDHC-DD-07 Before the Storm | Show | ||
|
Notes:
Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn. |
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| Armor of Necrotic Resistance “Winter’s Warden” half plate (R-A) | rare | FR-DC-VECNA-03 Neverdeath Nights | FR-DC-VECNA-03 Neverdeath Nights | Show | ||
|
Notes:
“WINTER’S WARDEN” |
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