Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Grig fiddle
very_rare
DDAL09-04 Day of the Devil
Show
Notes:
This two-inch fiddle is
constructed of gilded wood,
with strings made of silver
unicorn hair. When held, the
fiddle resizes appropriately
for its wielder, though it
shrinks back down to its
original size when not in
use. This item functions as a
instrument of the bards
(anstruth harp) (see the
Dungeon Master’s Guide).
Cloak of Displacement
very_rare
DDAL05-5 A Dish Best Served Cold
Rime of the Frostmaiden
Show
Wildmane’s shoes
very_rare
DDAL09-04 Day of the Devil
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).
Cape of the Mountebank
rare
SALT02-05
DDHC-WDH Waterdeep: Dragon Heist
Show
Tentacle Rod
rare
DDHC-OotA Out of the Abyss
Rime of the Frostmaiden
Show
Dagger of venom
rare
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Daern's Instant Fortress
rare
Out of the Abyss
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Figurine of Wondrous Power, Golden Lions
rare
Storm Kings Thunder
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Dagger of Blindsight
rare
DDHC-WDH Waterdeep: Dragon Heist
Show
Staff of the Rooted Hills
rare
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.
The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.
Invoking the Rune. As an action, you can invoke the staff's rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines.
Once the rune has been invoked to cast either spell, it can't be invoked again until the next dawn.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Brazier of Commanding Fire Elementals
rare
CCC-SALT02-02
DDHC-WDH Waterdeep: Dragon Heist
Show
Figurine of Wondrous Power, Ivory Goats
rare
ELM1-1
DDHC-WDH Waterdeep: Dragon Heist
Show
Wayfarer's Boots
rare
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Source: Bigby Presents - Glory of the Giants
Wondrous Item, Rare (Requires Attunement)
This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.
Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the Expeditious Retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.
Figurine of Wondrous Power, Bronze Griffon
rare
QCC2018-02
DDHC-WDH Waterdeep: Dragon Heist
Show
Figurine of Wondrous Power, Onyx Dog
rare
CIC-02
DDHC-WDH Waterdeep: Dragon Heist
Show
Dawnfire (Sun Blade)
rare
CCC-STORM-01 The Barrows of Solina
Show
Notes:
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.
Faerie dragon’s favor
rare
DDAL08-02 Beneath the City of the Dead
Show
Notes:
This cloak appears as
scintillating faerie dragon
winds. While wearing this
cloak, you understand
written and spoken
Draconic. This item
functions as if a mantle of
spell resistance (see the
Dungeon Master’s Guide).
Hag’s Clawblade
rare
DDAL08-03 Dock Ward Double Cross
Show
Notes:
Hag’s Clawblade
This rapier has a
malachite blade and bears
jagged, claw-like
protrusions along its
length. Its hilt changes its
appearance each dusk,
which has no effect on its
other properties. This
item functions as a vicious
weapon (rapier) (see the
Dungeon Master’s Guide).
Dragon Wing Hand Crossbow (poison) (A)
rare
DHC-DIA Baldur's Gate:Descent into
Show
Notes:
Source: Fizban's Treasury of Dragons
Weapon (any bow), Rare (Requires Attunement)
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Gem of seeing (A)
rare
DHC-DIA Baldur's Gate:Descent into
Show
Notes:
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Grig fiddle | very_rare | DDAL09-04 Day of the Devil | Show | |||
Notes:
This two-inch fiddle is |
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Cloak of Displacement | very_rare | DDAL05-5 A Dish Best Served Cold | Rime of the Frostmaiden | Show | ||
Wildmane’s shoes | very_rare | DDAL09-04 Day of the Devil | Show | |||
Notes:
Though cloven in appearance, |
||||||
Cape of the Mountebank | rare | SALT02-05 | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Tentacle Rod | rare | DDHC-OotA Out of the Abyss | Rime of the Frostmaiden | Show | ||
Dagger of venom | rare | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Daern's Instant Fortress | rare | Out of the Abyss | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
Figurine of Wondrous Power, Golden Lions | rare | Storm Kings Thunder | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
Dagger of Blindsight | rare | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Staff of the Rooted Hills | rare | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Notes:
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn. Invoking the Rune. As an action, you can invoke the staff's rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
||||||
Brazier of Commanding Fire Elementals | rare | CCC-SALT02-02 | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Figurine of Wondrous Power, Ivory Goats | rare | ELM1-1 | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Wayfarer's Boots | rare | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Notes:
Source: Bigby Presents - Glory of the Giants Wondrous Item, Rare (Requires Attunement) This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks. Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the Expeditious Retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn. |
||||||
Figurine of Wondrous Power, Bronze Griffon | rare | QCC2018-02 | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Figurine of Wondrous Power, Onyx Dog | rare | CIC-02 | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Dawnfire (Sun Blade) | rare | CCC-STORM-01 The Barrows of Solina | Show | |||
Notes:
Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. |
||||||
Faerie dragon’s favor | rare | DDAL08-02 Beneath the City of the Dead | Show | |||
Notes:
This cloak appears as |
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Hag’s Clawblade | rare | DDAL08-03 Dock Ward Double Cross | Show | |||
Notes:
Hag’s Clawblade |
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Dragon Wing Hand Crossbow (poison) (A) | rare | DHC-DIA Baldur's Gate:Descent into | Show | |||
Notes:
Source: Fizban's Treasury of Dragons Weapon (any bow), Rare (Requires Attunement) The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. |
||||||
Gem of seeing (A) | rare | DHC-DIA Baldur's Gate:Descent into | Show | |||
Notes:
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |