Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Instrument of the Bards (Cli Lyre) (R, A by a Bard)
rare
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 use an action to play the instrument and 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.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Horn Of Valhalla (Silver) (R)
rare
Trade Log
Show
Notes:
A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Horn of Silent Alarm (Guardian Property)(C)
common
Trade Log
Show
Horn of Blasting (R)
rare
DDHC-CM Alkazaar's Appendix
Show
Heward's Handy Spice Pouch (C)
common
SJ-DC-RTR-09 Trumps, Trades and Tricks
Show
Notes:
Wondrous Item, Common This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. Minor Property: Language The bearer can speak and understand Elvish while the item is on the bearer's person. Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers.
Hat of Wizardry (C, A)
common
SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art
Show
Notes:
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Hat of Disguise (UC, A)
uncommon
DDHC-CM-14 The Canopic Being
Show
Half Plate of Gleaming (C)
common
Wild Beyond the Witcight
Trade Log
Show
Notes:
This Armor glitters with golden lace woven through the creases and folds of the plates. No matter how dirty you get, this Armor will never get dirty. For all that glitters is gold.
Golden Apple (Astromancy Archive) (R, A)
rare
SJ-DC-ECHO-01 Starfall
Show
Notes:
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard pells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and ocate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
This item is found in the Dungeon Masters Guide.
Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
Ghost Step Tattoo (Language: Deep Speech)(VR, A)
very_rare
SJ-DC-Death In Defiance of Dairy
Show
Notes:
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
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.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can’t be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet travelled.
This Item can be found in Tasha’s Cauldron of Everything.
While attuned to this tattoo, a creature can read and understand deep speech as they hear whispers in the back of their mind
Fish Suit (VR)
very_rare
SJ-DC-RTR-09 Trumps, Trades and Tricks
Show
Notes:
Wondrous item, very rare This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. Minor Property: Beacon The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Figurine of Wondrous Power (Obsidian Steed) (VR)
very_rare
Saltmarsh Downtime Activity: Buying and Selling Magic Items
Show
Figurine of Wonderous Power: Onyx Dog
rare
CCC-GHC-BK2-09 Breath of Fire
Show
Notes:
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. This item can be found in the Dungeon Master’s Guide.
Eyes of Minute Seeing (UC)
uncommon
DDHC-CM-14 The Canopic Being
Show
Dwarven Plate (VR, A)
very_rare
DDHC-CM Alkazaar's Appendix
Show
Discord (Plate) (Unique)
unique
DDAL-DRW-15 Frozen Whisper
Show
Notes:
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.
Dark Shard Amulet (C)
common
CCC-GHC-BK2-09 Breath of Fire
Show
Notes:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron.
While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check.
If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party.
Crystall Ball of True Seeing (L, A)
legendary
DDHC-CM-14 The Canopic Being
Show
Clothes of Mending (C)
common
SJ-DC-LEGIT-SB-03 Mergers and Aquisitions
Show
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Cloak of Many Fashions (C)
common
Trade Log
Show
Notes:
This cloak is a leather capelet colored a dark forest green. When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become. At the end of the cloak’s transformation sequence, the wearer drifts back to the ground.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Instrument of the Bards (Cli Lyre) (R, A by a Bard) | rare | DDHC-KftGV-13 Fire and Darkness | Show | |||
|
Notes:
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 use an action to play the instrument and 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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| Horn Of Valhalla (Silver) (R) | rare | Trade Log | Show | |||
|
Notes:
A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. |
||||||
| Horn of Silent Alarm (Guardian Property)(C) | common | Trade Log | Show | |||
| Horn of Blasting (R) | rare | DDHC-CM Alkazaar's Appendix | Show | |||
| Heward's Handy Spice Pouch (C) | common | SJ-DC-RTR-09 Trumps, Trades and Tricks | Show | |||
|
Notes:
Wondrous Item, Common This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. Minor Property: Language The bearer can speak and understand Elvish while the item is on the bearer's person. Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers. |
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| Hat of Wizardry (C, A) | common | SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art | Show | |||
|
Notes:
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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| Hat of Disguise (UC, A) | uncommon | DDHC-CM-14 The Canopic Being | Show | |||
| Half Plate of Gleaming (C) | common | Wild Beyond the Witcight | Trade Log | Show | ||
|
Notes:
This Armor glitters with golden lace woven through the creases and folds of the plates. No matter how dirty you get, this Armor will never get dirty. For all that glitters is gold. |
||||||
| Golden Apple (Astromancy Archive) (R, A) | rare | SJ-DC-ECHO-01 Starfall | Show | |||
|
Notes:
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard pells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and ocate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. This item is found in the Dungeon Masters Guide. Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
||||||
| Ghost Step Tattoo (Language: Deep Speech)(VR, A) | very_rare | SJ-DC-Death In Defiance of Dairy | Show | |||
|
Notes:
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred. 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. Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can’t be grappled or restrained. You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet travelled. This Item can be found in Tasha’s Cauldron of Everything. While attuned to this tattoo, a creature can read and understand deep speech as they hear whispers in the back of their mind |
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| Fish Suit (VR) | very_rare | SJ-DC-RTR-09 Trumps, Trades and Tricks | Show | |||
|
Notes:
Wondrous item, very rare This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. Minor Property: Beacon The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. |
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| Figurine of Wondrous Power (Obsidian Steed) (VR) | very_rare | Saltmarsh Downtime Activity: Buying and Selling Magic Items | Show | |||
| Figurine of Wonderous Power: Onyx Dog | rare | CCC-GHC-BK2-09 Breath of Fire | Show | |||
|
Notes:
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. This item can be found in the Dungeon Master’s Guide. |
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| Eyes of Minute Seeing (UC) | uncommon | DDHC-CM-14 The Canopic Being | Show | |||
| Dwarven Plate (VR, A) | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
| Discord (Plate) (Unique) | unique | DDAL-DRW-15 Frozen Whisper | Show | |||
|
Notes:
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies. While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn. If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit. |
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| Dark Shard Amulet (C) | common | CCC-GHC-BK2-09 Breath of Fire | Show | |||
|
Notes:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party. |
||||||
| Crystall Ball of True Seeing (L, A) | legendary | DDHC-CM-14 The Canopic Being | Show | |||
| Clothes of Mending (C) | common | SJ-DC-LEGIT-SB-03 Mergers and Aquisitions | Show | |||
|
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. |
||||||
| Cloak of Many Fashions (C) | common | Trade Log | Show | |||
|
Notes:
This cloak is a leather capelet colored a dark forest green. When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become. At the end of the cloak’s transformation sequence, the wearer drifts back to the ground. |
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