Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Quintessence's Edge ( Frost Brand Greatsword )
very_rare
SJ-DC-Wine-01 Thunderstorms and Wine
Show
Notes:
“The storm silver blade shimmers with icy blue runes; etchings of grapevines are wrapped about the hilt. The blade crackles with electricity with every strike.”
Piwafwi - Cloak of Elvenkind
uncommon
DDHC-DMM Dungeon of the Mad Mage Level 10 : Muiral's Gauntlet ( T3 )
Show
Mithril Chain Shirt
common
DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom
Show
Notes:
Vanrak Moonstar's ancient mithral armor (chain shirt) has the additional property of granting its wearer darkvision out to a range of 60 feet.
Manual of Quickness of Action
very_rare
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Show
Lucius' Scientist Robe ( Cloak of the Manta Ray )
uncommon
Trade Log
Show
Notes:
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
"These white robes will shift and disguise its wearer as a sea creature when immersed in water"
Lightbringer
uncommon
Trade Log
Show
Lea Toy ( Talking Doll with Key Property )
common
SJ-DC-ROTU-06 Return of the Unknown
Show
Notes:
Wondrous Item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.
This toy is the mini version of Leah and has the key property which can be used to unlock Leah’s window anytime. When it is night time and the character touches it, the toy whispers in a seductive voice saying, “Come home soon.”
Instrument of the Bards, Doss Lute
uncommon
Trade Log
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. 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Headband of Intellect
common
Trade Log
Show
Notes:
Item Flavor: This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city.
Greatsword of Vengeance
rare
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Show
Goggles of Night
uncommon
Trade Log
Show
Frost Brand Longsword
very_rare
SJ-DC-AUG-09 Tyrants and Dragons
Show
Notes:
Very rare (requires attunement)
Considered a sacred relic by the lizardfolk hunters of the gas giant planet Coliar, the Blade of Aaqa is initially freezing to the touch but the wielder’s hand quickly acclimates, and it feels as if the all-metal grip becomes one with flesh.
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.
In addition, this weapon has the Delver minor property. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Figurine of Wondrous Power Onyx Dog
rare
no existing match
Show
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
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.
Figurine of Wondrous Power : Golden Lions
rare
CCC-BWM-07-02 The Beast Within
Show
Notes:
When summoned, each lion wears a drape, one with the word “Honor” written in High Shou and another with the word “Duty” written in High Shou as well,
Feywild Shard
uncommon
Trade Log
Show
Notes:
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn.
Dwarven Thrower
very_rare
Trade Log
Show
Defender Rapier
legendary
Trade Log
Show
Defender Rapier
legendary
DDHC-TYP Tales from the Yawning Portal Tomb of Horrors
Show
Decanter of Endless Water
uncommon
Trade Log
Show
Notes:
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
"Stream" produces 1 gallon of water
"Fountain" produces 5 gallons of water
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Clockwork Amulet
common
Trade Log
Show
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Quintessence's Edge ( Frost Brand Greatsword ) | very_rare | SJ-DC-Wine-01 Thunderstorms and Wine | Show | |||
Notes:
“The storm silver blade shimmers with icy blue runes; etchings of grapevines are wrapped about the hilt. The blade crackles with electricity with every strike.” |
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Piwafwi - Cloak of Elvenkind | uncommon | DDHC-DMM Dungeon of the Mad Mage Level 10 : Muiral's Gauntlet ( T3 ) | Show | |||
Mithril Chain Shirt | common | DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom | Show | |||
Notes:
Vanrak Moonstar's ancient mithral armor (chain shirt) has the additional property of granting its wearer darkvision out to a range of 60 feet. |
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Manual of Quickness of Action | very_rare | DDHC-TYP Tales from the Yawning Portal Tomb of Horrors | Show | |||
Lucius' Scientist Robe ( Cloak of the Manta Ray ) | uncommon | Trade Log | Show | |||
Notes:
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. |
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Lightbringer | uncommon | Trade Log | Show | |||
Lea Toy ( Talking Doll with Key Property ) | common | SJ-DC-ROTU-06 Return of the Unknown | Show | |||
Notes:
Wondrous Item, common (requires attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. This toy is the mini version of Leah and has the key property which can be used to unlock Leah’s window anytime. When it is night time and the character touches it, the toy whispers in a seductive voice saying, “Come home soon.” |
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Instrument of the Bards, Doss Lute | uncommon | Trade Log | 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. 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost. Each type of musical instrument requires a separate proficiency. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. |
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Headband of Intellect | common | Trade Log | Show | |||
Notes:
Item Flavor: This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city. |
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Greatsword of Vengeance | rare | DDHC-TYP Tales from the Yawning Portal Tomb of Horrors | Show | |||
Goggles of Night | uncommon | Trade Log | Show | |||
Frost Brand Longsword | very_rare | SJ-DC-AUG-09 Tyrants and Dragons | Show | |||
Notes:
Very rare (requires attunement) Considered a sacred relic by the lizardfolk hunters of the gas giant planet Coliar, the Blade of Aaqa is initially freezing to the touch but the wielder’s hand quickly acclimates, and it feels as if the all-metal grip becomes one with flesh. |
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Figurine of Wondrous Power Onyx Dog | rare | no existing match | Show | |||
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. 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. |
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Figurine of Wondrous Power : Golden Lions | rare | CCC-BWM-07-02 The Beast Within | Show | |||
Notes:
When summoned, each lion wears a drape, one with the word “Honor” written in High Shou and another with the word “Duty” written in High Shou as well, |
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Feywild Shard | uncommon | Trade Log | Show | |||
Notes:
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn. |
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Dwarven Thrower | very_rare | Trade Log | Show | |||
Defender Rapier | legendary | Trade Log | Show | |||
Defender Rapier | legendary | DDHC-TYP Tales from the Yawning Portal Tomb of Horrors | Show | |||
Decanter of Endless Water | uncommon | Trade Log | Show | |||
Notes:
Decanter of Endless Water This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water |
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Clockwork Amulet | common | Trade Log | Show |