Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Mace of Terror (R)
rare
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
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
Brazier of Commanding Fire Elementals (R)
rare
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
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.
Cloak of Displacement (R, A)
rare
DDAL05-05 A Dish best Served Cold
Show
Notes:
This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Ring of Spellstoring (R, A)
rare
DDHC-CM-14 The Canopic Being
Show
Notes:
(Bless, Revivify)
Aegis of the Raven Queen (VR)
very_rare
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
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.
Ioun Stone of Awareness (VR, A)
very_rare
DDHC-CM-14 The Canopic Being
Show
Tome of Clear Thought (VR) (read)
very_rare
CCC-BMG-38Hulb3-2 Dead Canaries
Show
Blessing of Protection
very_rare
DDHC-KftGV-13 Fire and Darkness
Show
Dwarven Plate (VR, A)
very_rare
DDHC-CM Alkazaar's Appendix
Show
Animated Shield (VR, A)
very_rare
DDHC-CM Alkazaar's Appendix
Show
Rod of Hellish Flames (Minor Property: Wicked)(VR, A)
very_rare
PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun
Show
Notes:
Rod, Very Rare (Requires Attunement by a Spellcaster)
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
This item can be found in The Book of Many Things.
Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.
This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol.
Ring of Shooting Stars (VR, A)(stashed)
very_rare
Trade Log
Show
Figurine of Wondrous Power (Obsidian Steed) (VR)
very_rare
Saltmarsh Downtime Activity: Buying and Selling Magic Items
Show
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
Tome of Leadership and Influence (VR, read)
very_rare
DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors
Show
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.
Bag of Devouring (VR)
very_rare
CCC-FC3-01-03 Tales of Estirwald - The Fun House
Show
Notes:
This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional creature. Turning the bag inside out closes the orifice.
The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.
Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past….
This item can be found in the Dungeon Master’s Guide.
Sapphire Buckler (VR, A)
very_rare
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain
Show
Notes:
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Minor Property: Hidden Message
A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Mace of Terror (R) | rare | DDHC-KftGV-13 Fire and Darkness | Show | |||
Notes:
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |
||||||
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 |
||||||
Brazier of Commanding Fire Elementals (R) | rare | DDHC-KftGV-13 Fire and Darkness | Show | |||
Notes:
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. |
||||||
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. |
||||||
Cloak of Displacement (R, A) | rare | DDAL05-05 A Dish best Served Cold | Show | |||
Notes:
This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
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Ring of Spellstoring (R, A) | rare | DDHC-CM-14 The Canopic Being | Show | |||
Notes:
(Bless, Revivify) |
||||||
Aegis of the Raven Queen (VR) | very_rare | CCC-BWM-003 A Tale of Two Towers | Show | |||
Notes:
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. |
||||||
Ioun Stone of Awareness (VR, A) | very_rare | DDHC-CM-14 The Canopic Being | Show | |||
Tome of Clear Thought (VR) (read) | very_rare | CCC-BMG-38Hulb3-2 Dead Canaries | Show | |||
Blessing of Protection | very_rare | DDHC-KftGV-13 Fire and Darkness | Show | |||
Dwarven Plate (VR, A) | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
Animated Shield (VR, A) | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
Rod of Hellish Flames (Minor Property: Wicked)(VR, A) | very_rare | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | Show | |||
Notes:
Rod, Very Rare (Requires Attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. This item can be found in The Book of Many Things. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol. |
||||||
Ring of Shooting Stars (VR, A)(stashed) | very_rare | Trade Log | Show | |||
Figurine of Wondrous Power (Obsidian Steed) (VR) | very_rare | Saltmarsh Downtime Activity: Buying and Selling Magic Items | Show | |||
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 |
||||||
Tome of Leadership and Influence (VR, read) | very_rare | DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors | Show | |||
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. |
||||||
Bag of Devouring (VR) | very_rare | CCC-FC3-01-03 Tales of Estirwald - The Fun House | Show | |||
Notes:
This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional creature. Turning the bag inside out closes the orifice. The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past…. This item can be found in the Dungeon Master’s Guide. |
||||||
Sapphire Buckler (VR, A) | very_rare | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain | Show | |||
Notes:
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. Minor Property: Hidden Message A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |