Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

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

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.

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.

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.

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.

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.

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.

Mirror of Life Trapping (VR) very_rare DDHC-DD-06 Dragon Delves: The Forbidden Vale DDHC-DD-06 Dragon Delves: The Forbidden Vale Show
Notes:

Wondrous Item, Very Rare

When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points.

If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. A creature that knows the mirror’s nature makes the save with Advantage, and Constructs succeed on the save automatically.

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate.

In a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, 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 and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.