Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Aegis of the Ravenqueen (Shield +3)
very_rare
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.
Dwarven Plate
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Dwarven Plate
very_rare
Trade Log
Show
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Belt of Fire Giant Strength
very_rare
DDEP3 Blood Above, Blood Below
Show
Notes:
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow.
Wondrous Item, very rare
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Amulet of the Planes
very_rare
DDEP06-03 Hecatomb
Show
Notes:
Amulet of the Planes
Wondrous Item, Major, Very Rare (Requires Attunement)
Table H
Weight: 1 lbs.
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
This amulet bears the arcane sigils of the baelnorn of Myth Drannor and is heavily scarred, as if it had been crushed by stones or bricks.
Nolzur’s Marvelous Pigments
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Nolzur’s Marvelous Pigments
Wondrous item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Frost Brand Scimitar
very_rare
DDEP05-02 The Ark of the Mountains
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
The Red Baron of Nelanther awarded these rime-coated scimitars to his most favored pirates. This item can be found in the Dungeon Master’s Guide.
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Wildmane’s Shoes
very_rare
Season of the Fey: service Rewards
Show
Notes:
Though cloven in appearance,
these horseshoes fit the hooves
of a horse or similar creature
and are constructed of a
hardened reed as strong as
iron. The creature wearing
them leaves a trail of small
blooming flowers wherever it
treads, provided the plants can
take root. This item functions
as horseshoes of a zephyr (see
the Dungeon Master’s Guide).
Fairy Mushroom Ring
very_rare
Season of the Fey: service Rewards
Show
Notes:
This delicate ring is shaped
into a circle of miniature red,
blue, white, and purple
mushrooms, and glows with its
own inner light. Whenever a
charge is expended for another
property, a swarm of harmless,
multicolored dragonflies
appear in your space and fly
about for 1 minute. This item
functions as if a ring of shooting
stars (see the Dungeon Master’s
Guide).
Red Wizard Blade
legendary
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Notes:
Source: Dungeons and Dragons - Honor Among Thieves
Weapon (dagger), legendary
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage.
A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the True Resurrection spell.
Harp of Gilded Plenty
legendary
DDHC-OotA Out of the Abyss
Show
Notes:
This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself.
Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma (Performance) check or a DC 20 Charisma (Persuasion) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can't attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you.
Stalwart Song. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10.
Feast of Plenty. If you spend 10 minutes playing the harp, you can cast the heroes' feast spell from it. Once this property is used, it can't be used again until 1d10 + 10 days have passed.
Soothing Melody. As an action, you can use the harp to cast the calm emotions spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain concentration on the spell. This property can be used five times, and it regains all uses at dawn.
Sentience. The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and darkvision to a range of 120 feet.
The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it.
The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height.
Matalotok
legendary
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Notes:
Source: Baldur's Gate - Descent into Avernus
Weapon (warhammer), legendary (requites attunement)
Matalotok, the Frost Father, is an ancient hammer fashioned by Thyrm, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
Longbow of the Healing Hearth
legendary
DDHC-OotA Out of the Abyss
Show
Notes:
Source: Bigby Presents - Glory of the Giants
Weapon (Longbow), Legendary (Requires Attunement)
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1). If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): Create Food and Water (1 charge), Warding Bond (2 charges), Guardian of Faith (3 charges).
Defender (Longsword) (banked)
legendary
DDHC-TYP: Tomb of Horrors
Show
Notes:
Requires Attunement
You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon.
The first time you Attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your Attack and Damage Rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in Effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Ring of Invisibility
legendary
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Ring of Invisibility
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Tablet of Reawakening
legendary
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Notes:
Source: Dungeons and Dragons - Honor Among Thieves.
Wondrous Item, legendary
Witches of Rashemen created this Tiny stone tablet to counter the necromancy of the Red Wizards. As an action, you can cast True Resurrection from the tablet. Once used in this way, the tablet turns to dust and is destroyed.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Aegis of the Ravenqueen (Shield +3) | very_rare | CCC-BWM-003 A Tale of Two Towers | Show | |||
Notes:
Armor (shield), Very rare This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. |
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Dwarven Plate | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Dwarven Plate | very_rare | Trade Log | Show | |||
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
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Belt of Fire Giant Strength | very_rare | DDEP3 Blood Above, Blood Below | Show | |||
Notes:
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow. While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. |
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Amulet of the Planes | very_rare | DDEP06-03 Hecatomb | Show | |||
Notes:
Amulet of the Planes Weight: 1 lbs. While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. This amulet bears the arcane sigils of the baelnorn of Myth Drannor and is heavily scarred, as if it had been crushed by stones or bricks. |
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Nolzur’s Marvelous Pigments | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Nolzur’s Marvelous Pigments Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. |
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Frost Brand Scimitar | very_rare | DDEP05-02 The Ark of the Mountains | Show | |||
Notes:
Weapon (scimitar), very rare (requires attunement) The Red Baron of Nelanther awarded these rime-coated scimitars to his most favored pirates. This item can be found in the Dungeon Master’s Guide. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. |
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Wildmane’s Shoes | very_rare | Season of the Fey: service Rewards | Show | |||
Notes:
Though cloven in appearance, |
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Fairy Mushroom Ring | very_rare | Season of the Fey: service Rewards | Show | |||
Notes:
This delicate ring is shaped |
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Red Wizard Blade | legendary | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Notes:
Source: Dungeons and Dragons - Honor Among Thieves Weapon (dagger), legendary Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage. A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the True Resurrection spell. |
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Harp of Gilded Plenty | legendary | DDHC-OotA Out of the Abyss | Show | |||
Notes:
This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself. Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma (Performance) check or a DC 20 Charisma (Persuasion) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can't attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you. Stalwart Song. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10. The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height. |
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Matalotok | legendary | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Notes:
Source: Baldur's Gate - Descent into Avernus Weapon (warhammer), legendary (requites attunement) Matalotok, the Frost Father, is an ancient hammer fashioned by Thyrm, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. |
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Longbow of the Healing Hearth | legendary | DDHC-OotA Out of the Abyss | Show | |||
Notes:
Source: Bigby Presents - Glory of the Giants Weapon (Longbow), Legendary (Requires Attunement) This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers. You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target. The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn. Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1). If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn. Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): Create Food and Water (1 charge), Warding Bond (2 charges), Guardian of Faith (3 charges). |
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Defender (Longsword) (banked) | legendary | DDHC-TYP: Tomb of Horrors | Show | |||
Notes:
Requires Attunement You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. The first time you Attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your Attack and Damage Rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in Effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. |
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Ring of Invisibility | legendary | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Ring of Invisibility |
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Tablet of Reawakening | legendary | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Notes:
Source: Dungeons and Dragons - Honor Among Thieves. Wondrous Item, legendary Witches of Rashemen created this Tiny stone tablet to counter the necromancy of the Red Wizards. As an action, you can cast True Resurrection from the tablet. Once used in this way, the tablet turns to dust and is destroyed. |