Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Armor of Adamantine
uncommon
DDHC-TOA-10 Ruins of Hisari
Show
Notes:
Armor (medium or heavy, but not hide), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence.
While you're wearing it, any critical hit against you becomes a normal hit.
Bitter Wrath
very_rare
Trade Log
Show
Notes:
Weapon (rapier), very rare (requires attunement)
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.
This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away.
Chronostat of Precision ( Clockwork Amulet
common
CCC-GAD01-03 Caught in Time
Show
Notes:
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. This item can be purchased with 2 Treasure Checkpoints of any tier.
This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so you can avoid the chaos of everyday life. It even comes with seventeen multi tool combinations for your everyday needs.
Cloak of Arachnida
very_rare
DDHC-TOA-10 Ruins of Hisari
Show
Notes:
Very Rare, Requires Attunement
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
• You have Resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Cloak of the Bat
rare
DDEX1-8 Tales TreesTell
Trade Log
Show
Notes:
Requires Attunement
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or Darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or Darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or Darkness, you can use your action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Cosmic Chasuble (Robe of Stars)
common
CCC-TRI-28 ROSE1-3 - Siege of the Yellow Rose
Show
Notes:
Wondrous item, very rare (requires attunement)
An exquisite ritual gown, this deep blue garment is covered in finely detailed embroidery depicting suns, stars, moons, planets and other heavenly bodies. At night, these embroidered ornaments swirl and whirl, traveling slowly across the robe’s fibers. If you sleep in it, you dream of far worlds and alien landscapes.
You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile at a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. This item can be found in the Dungeon Master’s Guide.
Dagger of Venom
rare
DDAL05-17 Hartkiller’s Horn
Show
Notes:
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue
Dread Helm
common
FR-DC-LIN5 The Pale Bull
Show
Notes:
This helmet is crafted from the skull of a minotaur, its horns menacingly protruding from either side. When worn, the wearer's eyes glow a deep red, and they gain the ability to speak and understand Abyssal while wearing it. However, their voice takes on a deep, menacing tone, akin to that of a demon's growl.
Flame Tongue (Any Sword)
rare
DDHC-TOA-10 Ruins of Hisari
Show
Notes:
Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Ghost Step Tattoo
very_rare
Trade Log
Show
Notes:
Wondrous item (tattoo), very rare (requires attunement)
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 traveled.
Glamoured leather armor
common
DDAL08-11 Poisoned Words
Show
Goggles of Night
uncommon
DDAL08-02 Beneath the City of theDead
Show
Hat of Desguise
uncommon
DDAL08-03 Dock Ward Double Cross
Show
Hellrider's badge
rare
DDEP09-02 Hellfire Requiem
Show
Notes:
requires attunement by someone designated by Duke Ulder Ravengard :
This badge marks you as a lieutenant in the Hellriders. It's also a holy symbol of Torm. While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard.
Ioun Stone of Leadership
common
DDHC-TOA-10 Ruins of Hisari
Show
Notes:
Wondrous Item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
Krahharuan Fork (Pike+3)
very_rare
DDAL07-10 Fire Ash and Ruin
Show
Notes:
Weapon (pike), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Forged of black, pitted iron, the haft of this double-tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. This item can be found in the Dungeon Master’s Guide.
Longbow Ild Rune
uncommon
Trade Log
Show
Mace of Smiting
rare
DDAL08-07 Into the Dark
Show
Masse of smiting
rare
DDAL07-06 Fester and Burn
Show
Notes:
Weapon (mace), rare
You gain a +1 bonus to attack and damage Rolls made with this magic weapon.
The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct.
If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.
Prospector's Chronoglass (Periapt of Proof Against Poison)
rare
CCC-GAD01-03 Caught in Time
Show
Notes:
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage.
This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward. This item can be found in Appendix 13.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Armor of Adamantine | uncommon | DDHC-TOA-10 Ruins of Hisari | Show | |||
Notes:
Armor (medium or heavy, but not hide), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
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Bitter Wrath | very_rare | Trade Log | Show | |||
Notes:
Weapon (rapier), very rare (requires attunement) 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. 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. This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away. |
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Chronostat of Precision ( Clockwork Amulet | common | CCC-GAD01-03 Caught in Time | Show | |||
Notes:
Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. This item can be purchased with 2 Treasure Checkpoints of any tier. This feat of Mechanus engineering will help you calculate your aim with pinpoint accuracy, so you can avoid the chaos of everyday life. It even comes with seventeen multi tool combinations for your everyday needs. |
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Cloak of Arachnida | very_rare | DDHC-TOA-10 Ruins of Hisari | Show | |||
Notes:
Very Rare, Requires Attunement This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: • You have Resistance to poison damage. • You have a climbing speed equal to your walking speed. • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. • You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. |
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Cloak of the Bat | rare | DDEX1-8 Tales TreesTell | Trade Log | Show | ||
Notes:
Requires Attunement While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or Darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or Darkness, you lose this flying speed. While wearing the cloak in an area of dim light or Darkness, you can use your action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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Cosmic Chasuble (Robe of Stars) | common | CCC-TRI-28 ROSE1-3 - Siege of the Yellow Rose | Show | |||
Notes:
Wondrous item, very rare (requires attunement) An exquisite ritual gown, this deep blue garment is covered in finely detailed embroidery depicting suns, stars, moons, planets and other heavenly bodies. At night, these embroidered ornaments swirl and whirl, traveling slowly across the robe’s fibers. If you sleep in it, you dream of far worlds and alien landscapes. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile at a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. This item can be found in the Dungeon Master’s Guide. |
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Dagger of Venom | rare | DDAL05-17 Hartkiller’s Horn | Show | |||
Notes:
Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue |
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Dread Helm | common | FR-DC-LIN5 The Pale Bull | Show | |||
Notes:
This helmet is crafted from the skull of a minotaur, its horns menacingly protruding from either side. When worn, the wearer's eyes glow a deep red, and they gain the ability to speak and understand Abyssal while wearing it. However, their voice takes on a deep, menacing tone, akin to that of a demon's growl. |
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Flame Tongue (Any Sword) | rare | DDHC-TOA-10 Ruins of Hisari | Show | |||
Notes:
Weapon (any sword), rare (requires attunement) You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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Ghost Step Tattoo | very_rare | Trade Log | Show | |||
Notes:
Wondrous item (tattoo), very rare (requires attunement) 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. |
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Glamoured leather armor | common | DDAL08-11 Poisoned Words | Show | |||
Goggles of Night | uncommon | DDAL08-02 Beneath the City of theDead | Show | |||
Hat of Desguise | uncommon | DDAL08-03 Dock Ward Double Cross | Show | |||
Hellrider's badge | rare | DDEP09-02 Hellfire Requiem | Show | |||
Notes:
requires attunement by someone designated by Duke Ulder Ravengard : This badge marks you as a lieutenant in the Hellriders. It's also a holy symbol of Torm. While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. |
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Ioun Stone of Leadership | common | DDHC-TOA-10 Ruins of Hisari | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. |
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Krahharuan Fork (Pike+3) | very_rare | DDAL07-10 Fire Ash and Ruin | Show | |||
Notes:
Weapon (pike), very rare |
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Longbow Ild Rune | uncommon | Trade Log | Show | |||
Mace of Smiting | rare | DDAL08-07 Into the Dark | Show | |||
Masse of smiting | rare | DDAL07-06 Fester and Burn | Show | |||
Notes:
Weapon (mace), rare You gain a +1 bonus to attack and damage Rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks. |
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Prospector's Chronoglass (Periapt of Proof Against Poison) | rare | CCC-GAD01-03 Caught in Time | Show | |||
Notes:
Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage. This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward. This item can be found in Appendix 13. |