Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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.

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.

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.

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.

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.

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.

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.

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.

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 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.

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.

Moontouched shortsword (C) common CCC-BMG-MOON10-2 Shadows & Shrouds CCC-BMG-MOON10-2 Shadows & Shrouds Show
Moontouched Rapier (C) common DDHC-DD-05 The Dragon of Najkir DDHC-DD-05 The Dragon of Najkir Show
Notes:

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

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.

Mask of the Beast (U) uncommon DDAL-DRW-INT-04 Tales of Fang and Claw DDAL-DRW-INT-04 Tales of Fang and Claw Show
Notes:

Mask of the Beast

Wondrous Item, Uncommon

This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it.

This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light.

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

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.