Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Enduring Spellbook
common
Trade Log
Show
Notes:
Wonderous Item, Common
This spellbook, a long with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Wand of Pyrotechnics
common
DDHC-DoIP: Dragon of Icespire Peak (Dwarven Excavation & Gnomengarde)
Show
Pole of Collapsing
common
DDHC-DoIP: Dragon of Icespire Peak (Dwarven Excavation & Gnomengarde)
Show
Clockwork Amulet
common
Moonsea
CCC-NBDD01-02 Where Can She Be
Show
Notes:
Wondrous item, minor tier, 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.
Moon-Touched Greatsword
common
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet..
Pipe of Smoke Monsters
common
CCC-RCC-01-05 The Lost City of Tharn
Show
Hat of Wizardry
common
DDHC-DoIP: Dragon of Icespire Peak (Dwarven Excavation & Gnomengarde)
Show
Notes:
Wondrous item, minor tier, common (requires attunement by a wizard)
This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Source: XGE, page 137
Bracers of Archery
uncommon
DDAL-DRW-EP03 When The Light Went Out In Candlekeep (TIER 3)
Show
Lathai’s Saddle (Saddle of the Cavalier)
uncommon
Trade Log
Show
Arrow-Catching Shield
rare
DDAL-DRW-EP03 When The Light Went Out In Candlekeep (TIER 3)
Show
Ring of Evasion
rare
CCC-RCC-01-05 The Lost City of Tharn
Show
Notes:
This gold ring is set with a jade hummingbird.
Cube of Force
rare
CCC-RPS-03 Fenaria's Gambit
Show
Notes:
Wondrous Item, rare (requires attunement)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Face Charges Effect
1 1 Gases, wind, and fog can't pass through the barrier.
2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 3 Living matter can't pass through the barrier.
4 4 Spell effects can't pass through the barrier.
5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 0 The barrier deactivates.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item Charges Lost
Disintegrate 1d12
Horn of blasting 1d10
Passwall 1d6
Prismatic spray 1d20
Wall of fire 1d4
Notes: Control, Warding
Item Tags: Control Warding
Basic Rules, pg. 159
Portable Hole
rare
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.
Staff of Fire
very_rare
Trade Log
Show
Notes:
Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have resistance to fire damage while you hold this staff.
The 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: burning hands (1 charge), fireball (3 charges), or wall of fire (4 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 blackens, crumbles into cinders, and is destroyed.
Notes: Resistance: Fire, Druid, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding
Rod of Security
very_rare
DDAL00-01 Window to the Past (T3 run)
Show
Notes:
This wrought iron rod is covered in tiny padlocks and always cold to the touch.
The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom.
After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier.
Silver Absorbing Tattoo (Harmonious Property)
very_rare
SJ-DC-ROTU-06 Return of the Unknown II (playtest)
Show
Notes:
Wondrous Item (tattoo), very rare (requires attunement)
Miltiades' Shield (Shield +3)
very_rare
CCC-BMG-13 PHLAN1-1 Sepulture
Show
Notes:
This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Ioun Stone of Intellect
very_rare
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This translucent green stone came from the Far Realm.
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.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled
Staff of Frost
very_rare
DDHC-CoS: Chapter 13 - Amber Temple (session 2)
Show
Notes:
Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard
You have Resistance to cold damage while you hold this staff.
The 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: Cone of Cold (5 charges), Fog Cloud (1 charge), Ice Storm (4 charges), or Wall of Ice (4 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 turns to water and is destroyed.
Staff of Power
very_rare
Trade Log
Show
Notes:
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 roll but loses all other Properties. On a 20, the staff regain 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 x 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
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Enduring Spellbook | common | Trade Log | Show | |||
Notes:
Wonderous Item, Common This spellbook, a long with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. |
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Wand of Pyrotechnics | common | DDHC-DoIP: Dragon of Icespire Peak (Dwarven Excavation & Gnomengarde) | Show | |||
Pole of Collapsing | common | DDHC-DoIP: Dragon of Icespire Peak (Dwarven Excavation & Gnomengarde) | Show | |||
Clockwork Amulet | common | Moonsea | CCC-NBDD01-02 Where Can She Be | Show | ||
Notes:
Wondrous item, minor tier, 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. |
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Moon-Touched Greatsword | common | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.. |
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Pipe of Smoke Monsters | common | CCC-RCC-01-05 The Lost City of Tharn | Show | |||
Hat of Wizardry | common | DDHC-DoIP: Dragon of Icespire Peak (Dwarven Excavation & Gnomengarde) | Show | |||
Notes:
Wondrous item, minor tier, common (requires attunement by a wizard) This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. Source: XGE, page 137 |
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Bracers of Archery | uncommon | DDAL-DRW-EP03 When The Light Went Out In Candlekeep (TIER 3) | Show | |||
Lathai’s Saddle (Saddle of the Cavalier) | uncommon | Trade Log | Show | |||
Arrow-Catching Shield | rare | DDAL-DRW-EP03 When The Light Went Out In Candlekeep (TIER 3) | Show | |||
Ring of Evasion | rare | CCC-RCC-01-05 The Lost City of Tharn | Show | |||
Notes:
This gold ring is set with a jade hummingbird. |
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Cube of Force | rare | CCC-RPS-03 Fenaria's Gambit | Show | |||
Notes:
Wondrous Item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Notes: Control, Warding Item Tags: Control Warding Basic Rules, pg. 159 |
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Portable Hole | rare | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened. |
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Staff of Fire | very_rare | Trade Log | Show | |||
Notes:
Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) You have resistance to fire damage while you hold this staff. The 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: burning hands (1 charge), fireball (3 charges), or wall of fire (4 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 blackens, crumbles into cinders, and is destroyed. Notes: Resistance: Fire, Druid, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding |
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Rod of Security | very_rare | DDAL00-01 Window to the Past (T3 run) | Show | |||
Notes:
This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier. |
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Silver Absorbing Tattoo (Harmonious Property) | very_rare | SJ-DC-ROTU-06 Return of the Unknown II (playtest) | Show | |||
Notes:
Wondrous Item (tattoo), very rare (requires attunement) |
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Miltiades' Shield (Shield +3) | very_rare | CCC-BMG-13 PHLAN1-1 Sepulture | Show | |||
Notes:
This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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Ioun Stone of Intellect | very_rare | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Wondrous Item, Very Rare (Requires Attunement) This translucent green stone came from the Far Realm. 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. Your Intelligence score increases by 2, to a maximum of 20, while this marbled |
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Staff of Frost | very_rare | DDHC-CoS: Chapter 13 - Amber Temple (session 2) | Show | |||
Notes:
Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard You have Resistance to cold damage while you hold this staff. The 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: Cone of Cold (5 charges), Fog Cloud (1 charge), Ice Storm (4 charges), or Wall of Ice (4 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 turns to water and is destroyed. |
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Staff of Power | very_rare | Trade Log | Show | |||
Notes:
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 roll but loses all other Properties. On a 20, the staff regain 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 x 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 |