Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Green Copper Ewer (Unique)
unique
DDHC-CoS-Ch-13 The Amber Temple
Show
Tarot Card Set
unique
DDEP09-03 Liar's Night + Haunted Mansion
Show
Notes:
Wondrous item, uncommon (unique)
Once per day, roll 1d4 to find out what your tarot fortune produces. At dawn this product (not the card) vanishes but the character may roll again to reveal their next fortune.
DC 1 The Flower - touching this card to a patch of earth or soil, within 5 feet of you, causes one flower of your choice to sprout there. The flower is non-magical and harmless, and it grows or withers as a normal flower would.
DC 2 The Yummy Meal - this card produces your favorite meal, the equivalent of 1 ration.
DC 3 The Tea Pot - this card produces a tiny pot of piping tea, the equivalent of one potion of healing.
DC 4 The Witch - this card produces a stone and twisted wire pendant. As an action, it gives you advantage on Charisma checks when communicating with humanoids (CR1 or less), for 1 hour.
Wave (Trident +3)
legendary
DDHC-TYP-White Plume Mountain (session 3)
Show
Sapphire Buckler
very_rare
S11 B claimining fo Service Awarf
Show
Notes:
Source: Fizban's Treasury of Dragons
Armor (Shield), Very Rare (Requires Attunement)
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.
Greater Fey Pact: Oblivia (Staff of Power with Wicked Property)
very_rare
WBW-DC-PHP-ORNG-02 Where Do They Go?
Show
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away
4 x the number of charges in the staff
This item heightens the bearer's urges to act selfish and melevolant when an opportunity presents itself.
This item was held by fraz urb'loo when he was causing chaos in the fey domain called Fidestia. The archmage Fa'rah trusts you enough to hold on to this ominous weapon as he does not want it near his domain.
Image
Ananeira's Research Journal (Guardian Arcane Grimoire +3)
very_rare
WBW-DC-AA-ASHALON-02 Under the Cover of Stars
Show
Notes:
Greater Fey Pact Item:
requires attunement by a wizard
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. This item is found in Tasha’s Cauldron of Everything.
This book holds all of the archfey Ananeira’s research notes about the cosmos. The pages are black, and whatever is written on it shines like stars. On its cover is a raw moonstone crystal that shines when the light hits it. Holding it makes you more aware of your surroundings and place in the universe, and among the stars. It provides a +2 to your Initiative bonus.
Tome of Understanding
very_rare
DDHC-CoS-Ch-13 The Amber Temple
Show
Lover's Bite (Nine Lives Stealer Longsword, 8 Charges)
very_rare
Trade Log
Show
Staff of Frost
very_rare
DDHC-CoS-Ch-13 The Amber Temple
Show
Antgaladion, (Harmonious Dancing Longsword)
very_rare
WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier
Show
Notes:
Greater Fey Pact Item:
Antgaladion, Harmonious Dancing Longsword (VR, A)
The blade of this elegantly curved elven longsword is made of the sharpest and coldest ice from the domain of Aesandoral the Ice Lord. With every strike, you can see blue streaks of icy light, As quick as the blizzard winds, it only takes one minute to attune. Its name is inscribed on its blade in Sylvan. The command phrase to activate it is "Long may winter reign."
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Portable Hole
rare
CCC-BMG-34 ELM2-1 Tendrils in the Fog
Show
Temperate Elven Chain (Chain Mail +1)
rare
WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier
Show
Notes:
The surface of this icy armor is cold to the touch, with tendrils of frost decorating the metal. While wearing this, you have a keener understanding of duty and responsibility.
Despite the material it is made of, the temperature around you always remains comfortable, even in the hottest or coldest environments.
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor.
Armor of Vulnerability (Slashing)
rare
DDHC-TYP-White Plume Mountain (session 3)
Show
Ring of Protection
rare
DDHC-TYP-White Plume Mountain (session 3)
Show
Driftwood Staff (Staff of Healing)
rare
CCC-DES-01-02 A Sanity Never Questioned
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, or druid)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to
cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure
wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
Boots of Levitation
rare
DDAL10-08 Volatile Thoughts
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Thayvian Mantel of Spell Resistance
rare
CCC-ST2-1 Red War: Embassy of Evil
Show
Notes:
You have advantage on Saving Throws against Spells while you wear this cloak.
This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so.
Dragon Slayer Greatsword (Greatsword +1)
rare
S11B Service Award claiming
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Chainmail +1
rare
DDHC-TYP-White Plume Mountain (session 3)
Show
Silver Horn of Valhalla
rare
WBW-DC-AA-ASHALON-02 Under the Cover of Stars
Show
Notes:
This horn was formed from the skull of a white dragon once offered to Aesandoral the Frostlord. It summons frost salamanders (with the statistics of berserkers). It will also carry your voice loudly as you bellow your battle commands.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Green Copper Ewer (Unique) | unique | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
Tarot Card Set | unique | DDEP09-03 Liar's Night + Haunted Mansion | Show | |||
Notes:
Wondrous item, uncommon (unique) Once per day, roll 1d4 to find out what your tarot fortune produces. At dawn this product (not the card) vanishes but the character may roll again to reveal their next fortune. DC 1 The Flower - touching this card to a patch of earth or soil, within 5 feet of you, causes one flower of your choice to sprout there. The flower is non-magical and harmless, and it grows or withers as a normal flower would. DC 2 The Yummy Meal - this card produces your favorite meal, the equivalent of 1 ration. DC 3 The Tea Pot - this card produces a tiny pot of piping tea, the equivalent of one potion of healing. DC 4 The Witch - this card produces a stone and twisted wire pendant. As an action, it gives you advantage on Charisma checks when communicating with humanoids (CR1 or less), for 1 hour. |
||||||
Wave (Trident +3) | legendary | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Sapphire Buckler | very_rare | S11 B claimining fo Service Awarf | Show | |||
Notes:
Source: Fizban's Treasury of Dragons Armor (Shield), Very Rare (Requires Attunement) 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. |
||||||
Greater Fey Pact: Oblivia (Staff of Power with Wicked Property) | very_rare | WBW-DC-PHP-ORNG-02 Where Do They Go? | Show | |||
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage 4 x the number of charges in the staff This item heightens the bearer's urges to act selfish and melevolant when an opportunity presents itself. This item was held by fraz urb'loo when he was causing chaos in the fey domain called Fidestia. The archmage Fa'rah trusts you enough to hold on to this ominous weapon as he does not want it near his domain. |
||||||
Ananeira's Research Journal (Guardian Arcane Grimoire +3) | very_rare | WBW-DC-AA-ASHALON-02 Under the Cover of Stars | Show | |||
Notes:
Greater Fey Pact Item: While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. This item is found in Tasha’s Cauldron of Everything. This book holds all of the archfey Ananeira’s research notes about the cosmos. The pages are black, and whatever is written on it shines like stars. On its cover is a raw moonstone crystal that shines when the light hits it. Holding it makes you more aware of your surroundings and place in the universe, and among the stars. It provides a +2 to your Initiative bonus. |
||||||
Tome of Understanding | very_rare | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
Lover's Bite (Nine Lives Stealer Longsword, 8 Charges) | very_rare | Trade Log | Show | |||
Staff of Frost | very_rare | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
Antgaladion, (Harmonious Dancing Longsword) | very_rare | WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier | Show | |||
Notes:
Greater Fey Pact Item: The blade of this elegantly curved elven longsword is made of the sharpest and coldest ice from the domain of Aesandoral the Ice Lord. With every strike, you can see blue streaks of icy light, As quick as the blizzard winds, it only takes one minute to attune. Its name is inscribed on its blade in Sylvan. The command phrase to activate it is "Long may winter reign." You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. |
||||||
Portable Hole | rare | CCC-BMG-34 ELM2-1 Tendrils in the Fog | Show | |||
Temperate Elven Chain (Chain Mail +1) | rare | WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier | Show | |||
Notes:
The surface of this icy armor is cold to the touch, with tendrils of frost decorating the metal. While wearing this, you have a keener understanding of duty and responsibility. Despite the material it is made of, the temperature around you always remains comfortable, even in the hottest or coldest environments. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor. |
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Armor of Vulnerability (Slashing) | rare | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Ring of Protection | rare | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Driftwood Staff (Staff of Healing) | rare | CCC-DES-01-02 A Sanity Never Questioned | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim. |
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Boots of Levitation | rare | DDAL10-08 Volatile Thoughts | Show | |||
Notes:
Wondrous Item, rare (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. |
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Thayvian Mantel of Spell Resistance | rare | CCC-ST2-1 Red War: Embassy of Evil | Show | |||
Notes:
You have advantage on Saving Throws against Spells while you wear this cloak. This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so. |
||||||
Dragon Slayer Greatsword (Greatsword +1) | rare | S11B Service Award claiming | Show | |||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. |
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Chainmail +1 | rare | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Silver Horn of Valhalla | rare | WBW-DC-AA-ASHALON-02 Under the Cover of Stars | Show | |||
Notes:
This horn was formed from the skull of a white dragon once offered to Aesandoral the Frostlord. It summons frost salamanders (with the statistics of berserkers). It will also carry your voice loudly as you bellow your battle commands. |