Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Alchemy Jug
uncommon
DDAL00-11 Pipyap's Guide To the Nine Hells (Twice as Nice for Half the Price)
Show
Notes:
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Amulet of Health
rare
Waterdeep
DDAL 08-10 THE SKULL SQUARE MURDERS
Show
Notes:
Wondrous Item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This item is found on Magic Item Table G in the Dungeon Master’s Guide. An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
Amulet of Proof against Detection and Location
uncommon
DDHC-VER - Chapter 8: The Dragon Queen's Pride
Show
Notes:
Wondrous Item, Uncommon (requires Attunement)
A black jade pendant.
Curse. As long as you wear this item, you are cursed. The item can't be removed until you are targeted by a Remove Curse spell or similar magic. While cursed in this way, every time you finish a Long Rest, you must make a DC 10 Charisma Saving Throw. On a failed save, you immediately drop everything you are carrying or wearing and are transformed into a lemure. Only a Wish spell can reverse this transformation.
Belt of Fire Giant Strength
very_rare
CCC-ALMOG-03 TALES 03-01 Claws of Fury
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Notes: Set: Strength Score, Buff, Belt
Belt of Storm Giant Strength
legendary
DDAL06-03 Crypt of the Death Giants
Show
Black Crystal Tablet
legendary
DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold
Show
Notes:
Wondrous item, legendary (requires attunement by a creature that has proficiency in the Arcana skill)
The black crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness.
As an action, a creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Blood Fury Tattoo
legendary
DDAL-DRW-20 The Death of Szass Tam
Show
Notes:
Wondrous item (tattoo), legendary (requires attunement)
When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Produced by a special needle, this magic tattoo evokes fury in its form and colors.
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.
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Chime of Opening
rare
DDAL-DRW-08 The Harrowing of Hell
Show
Notes:
Wondrous item, rare
This hollow metal tube measures about 1 foot long andweighs 1 pound. You can strike it as an action, pointing it atan object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, andone lock or latch on the object opens unless the sound can’treach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, itcracks and becomes useless.
Clockwork Amulet (/w minor Language (Modron) property)
common
PS-DC-GG-01 Fatebreakers
Show
Notes:
Wondrous Item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate 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.
Flavor Text: "This amulet has the Language property: The bearer can speak and understand Modron while the item is on the bearer's person."
Death Shield (Defender Great Sword)
legendary
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn.
For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield
Decanter of Endless Water
uncommon
DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold
Show
Defender Rapier
legendary
Trade Log
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Dread Helm
common
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
Dread Helm
common
DDHC-DMM Dungeon of the Mad Mage (Lvl 11)
Show
Dwarven Plate
very_rare
Hall of the Fire Giant King
H
69 (hehe)
Trade Log
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC (AC20). In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
First Book of Mystryl (Tome of the Stilled Tongue with Harmonious Property)
legendary
PS-DC-PANDORA-JWEI-S2-05
Show
Notes:
Wondrous Item, legendary (requires attunement by a wizard)
Flavor
The first book of Mystryl emits a divine green glow when in use. The symbol of Mystryl is carved into the front. Three of such books exist and the full extent of their capabilities are unknown. You may request the book to perform a task for you (at DM’s discretion), however the book may or may not accept your request. If it does, a heavy price is expected.
Glaive of the Moon (Vorpal Glaive /w minor Guardian property)
legendary
PS-DC-PANDORA-JWEI-S2-03
Show
Notes:
Flavor: The glaive is forged under the moonlight by Gond and infused with the energy of Selune. Its blade is purposely extended and curved into the shape of a crescent moon. The blade can also be folded into itself which ensures that the weapon can be carried around without much trouble. Sculpted onto its body is the family name ‘Moonshire’. Everytime it is swung, traces of moonlight can be seen in its trail.
Glaive of the Night (Holy Avenger with Undead Sentinel Property)
legendary
PS-DC-PANDORA-JWEI-S2-06
Show
Notes:
Weapon (glaive), legendary (requires attunement by a Paladin)
Flavor:
The blade of this glaive is forged with obsidian steel black as night. Whenever it senses an undead, it glows a night blue light as if urging it's wielding to seek out such a creature, slay it, and offer its soul to Shar.
Gloves of Swimming and Climbing
uncommon
Myth Nanthar
F
DDEP-DRW01 Assault on Myth Nantar
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Inra's Personal Scarf (Platinum Scarf)
legendary
PS-DC-STRAT-UNDEAD-05-Return of the Dragon
Show
Notes:
(Wondrous item, legendary (requires attunement)
This scarf is made of sturdy cloth and covered in platinum colored scales.
As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:
Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.
Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.
Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.
Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute. This item can be found in Fizban's Treasury of Dragons.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
A platinum scarf, adorned with intricate patterns and shimmering with a subtle glow, whispers warnings to its bearer. Its touch evokes a sense of pride and honor. Sewn onto the scarf n beautiful hand stitching are the initials I.L.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Alchemy Jug | uncommon | DDAL00-11 Pipyap's Guide To the Nine Hells (Twice as Nice for Half the Price) | Show | |||
Notes:
Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount |
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Amulet of Health | rare | Waterdeep | DDAL 08-10 THE SKULL SQUARE MURDERS | Show | ||
Notes:
Wondrous Item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This item is found on Magic Item Table G in the Dungeon Master’s Guide. An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet. |
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Amulet of Proof against Detection and Location | uncommon | DDHC-VER - Chapter 8: The Dragon Queen's Pride | Show | |||
Notes:
Wondrous Item, Uncommon (requires Attunement) A black jade pendant. Curse. As long as you wear this item, you are cursed. The item can't be removed until you are targeted by a Remove Curse spell or similar magic. While cursed in this way, every time you finish a Long Rest, you must make a DC 10 Charisma Saving Throw. On a failed save, you immediately drop everything you are carrying or wearing and are transformed into a lemure. Only a Wish spell can reverse this transformation. |
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Belt of Fire Giant Strength | very_rare | CCC-ALMOG-03 TALES 03-01 Claws of Fury | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. Notes: Set: Strength Score, Buff, Belt |
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Belt of Storm Giant Strength | legendary | DDAL06-03 Crypt of the Death Giants | Show | |||
Black Crystal Tablet | legendary | DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold | Show | |||
Notes:
Wondrous item, legendary (requires attunement by a creature that has proficiency in the Arcana skill) The black crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness. As an action, a creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn. |
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Blood Fury Tattoo | legendary | DDAL-DRW-20 The Death of Szass Tam | Show | |||
Notes:
Wondrous item (tattoo), legendary (requires attunement) When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors. Produced by a special needle, this magic tattoo evokes fury in its form and colors. 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. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. |
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Chime of Opening | rare | DDAL-DRW-08 The Harrowing of Hell | Show | |||
Notes:
Wondrous item, rare This hollow metal tube measures about 1 foot long andweighs 1 pound. You can strike it as an action, pointing it atan object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, andone lock or latch on the object opens unless the sound can’treach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, itcracks and becomes useless. |
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Clockwork Amulet (/w minor Language (Modron) property) | common | PS-DC-GG-01 Fatebreakers | Show | |||
Notes:
Wondrous Item, common |
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Death Shield (Defender Great Sword) | legendary | DDAL09-20 Where Devils Fear to Tread | Show | |||
Notes:
Weapon (greatsword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield |
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Decanter of Endless Water | uncommon | DDHC-DMM Dungeon of the Mad Mage Chapter 22: Shadowdusk Hold | Show | |||
Defender Rapier | legendary | Trade Log | Show | |||
Dread Helm | common | CCC-BWM-003 A Tale of Two Towers | Show | |||
Notes:
Wondrous item, minor tier, common This fearsome steel helm makes your eyes glow red while you wear it. |
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Dread Helm | common | DDHC-DMM Dungeon of the Mad Mage (Lvl 11) | Show | |||
Dwarven Plate | very_rare | Hall of the Fire Giant King | H | 69 (hehe) | Trade Log | Show |
Notes:
Armor (plate), very rare |
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First Book of Mystryl (Tome of the Stilled Tongue with Harmonious Property) | legendary | PS-DC-PANDORA-JWEI-S2-05 | Show | |||
Notes:
Wondrous Item, legendary (requires attunement by a wizard) Flavor |
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Glaive of the Moon (Vorpal Glaive /w minor Guardian property) | legendary | PS-DC-PANDORA-JWEI-S2-03 | Show | |||
Notes:
Flavor: The glaive is forged under the moonlight by Gond and infused with the energy of Selune. Its blade is purposely extended and curved into the shape of a crescent moon. The blade can also be folded into itself which ensures that the weapon can be carried around without much trouble. Sculpted onto its body is the family name ‘Moonshire’. Everytime it is swung, traces of moonlight can be seen in its trail. |
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Glaive of the Night (Holy Avenger with Undead Sentinel Property) | legendary | PS-DC-PANDORA-JWEI-S2-06 | Show | |||
Notes:
Weapon (glaive), legendary (requires attunement by a Paladin) Flavor: |
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Gloves of Swimming and Climbing | uncommon | Myth Nanthar | F | DDEP-DRW01 Assault on Myth Nantar | Show | |
Notes:
Wondrous Item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. |
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Inra's Personal Scarf (Platinum Scarf) | legendary | PS-DC-STRAT-UNDEAD-05-Return of the Dragon | Show | |||
Notes:
(Wondrous item, legendary (requires attunement) This scarf is made of sturdy cloth and covered in platinum colored scales. As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects: Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points. Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage. Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons. Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute. This item can be found in Fizban's Treasury of Dragons. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. A platinum scarf, adorned with intricate patterns and shimmering with a subtle glow, whispers warnings to its bearer. Its touch evokes a sense of pride and honor. Sewn onto the scarf n beautiful hand stitching are the initials I.L. |