Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Boots of Speed (with flavor)
rare
T2: DDAL6-02 - The Redemption of Kelvan
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a Bonus Action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the Effect.
When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest.
These boots are embroidered with the image of a mountain venting a large plume of white smoke. While worn the bearer can understand and speak Gnomish.
This item can be found in the Dungeon Master's Guide.
Portable Hole
rare
CCC-CIC-07: Pieces of You
Show
Notes:
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 then closes. The gate is one-way only and can’t be reopened.
Armor of Necrotic Resistance
rare
DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert)
Show
Death's Head (Mace of Disruption w/ flavor)
rare
Trade Log
Show
Notes:
Flavor: This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
Special: This item has the harmonious minor property. Attuning to it takes only 1 minute.
Black Root of Clathrus Archeri (Staff of Defense with the Wicked property)
rare
SJ-DC-PANDORA-JWEI-03A (Playtest)
Show
Notes:
Staff, rare (requires attunement)
Flavor:
This staff’s shaft is blacked and rotted with several fungi grown around it ending with a red colored clathrus archeri at its tip.
When its user casts a mage armor with this staff, a translucent reddish purple colored arcane armor wraps their body with mycelial threads woven around the waist. If a shield is casted with this staff, it takes the form of a mushroom’s red cap.
Whenever the wearer of this armor is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act.
Mace of Terror
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Ring of Free Action
uncommon
Amn
WBW-DC-ANDL-02 - The Bleeding Veil (playtest)
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. This item is found in the Dungeon Master’s Guide.
This ring is carved from bone and gives off dark vibrations when you wear it – enough to make the hair stand on your skin.
In addition, this ring has the Harmonious minor property. Attuning to this item takes only 1 minute.
Efficient Quiver
uncommon
DC-POA-TCW-ACW-1: First Blood
Show
Notes:
Each of the quiver's three compartments connects to an extradimensional space that allow the Quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty Arrows, bolts, or similar Objects. The midsize compartment holds up to eighteen javelins or similar Objects. The longest compartment holds up to six long Objects, such as bows, quarterstaffs, or spears.
You can draw any item the Quiver contains as if doing so from a regular Quiver or scabbard.
Amulet of Proof Against Detection and Location
uncommon
CCC-MMT02-01 The Stuff of Memories
Show
Notes:
Requires attunement
While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.
This black metal amulet is in the shape of an Obex: an upside down, two-tiered ziggurat. It hangs from a chain made from the same black metal. The chain is always cold on the skin.
Pearl of Power
uncommon
Trade Log
Show
Rope of Entanglement
uncommon
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Orb of TIme
common
DC-POA-TCW-ACW-1: First Blood
Show
Notes:
Wondrous item, common
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Manke’s Die (Charalan’s Die)
common
CCC-GLIP-01-01 Glip-Dak
Show
Notes:
Wondrous Item, common (requires attunement)
Whenever you roll this six-sided die, you can control which number it rolls.
This item can be found in Xanathar’s Guide to Everything.
Instrument of the Bards (Cli Lyre)
common
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Cloak of the Sages (Cloak of Billowing)
common
Amn
WBW-DC-ANDL-02 - The Bleeding Veil (playtest)
Show
Notes:
Wand, common
While wearing this cloak, you can use a bonus action to make it billow dramatically. This item is found in the Xanathar’s Guide to Everything.
There is an embroidered symbol of Mystryl in the corner of this black satin cloak.
In addition, the cloak has the Language minor property: The bearer can speak and understand Ancient Netherese while the item is on the bearer’s person.
Ear Horn of Hearing
common
DDHC-DIA-01: Encounters in Avernus
Show
Moon-touched Longsword
common
DDHC-DIA-01: Encounters in Avernus
Show
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Boots of Speed (with flavor) | rare | T2: DDAL6-02 - The Redemption of Kelvan | Show | |||
Notes:
Wondrous Item, rare (requires attunement) While you wear these boots, you can use a Bonus Action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the Effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest. These boots are embroidered with the image of a mountain venting a large plume of white smoke. While worn the bearer can understand and speak Gnomish. This item can be found in the Dungeon Master's Guide. |
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Portable Hole | rare | CCC-CIC-07: Pieces of You | Show | |||
Notes:
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 then closes. The gate is one-way only and can’t be reopened. |
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Armor of Necrotic Resistance | rare | DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert) | Show | |||
Death's Head (Mace of Disruption w/ flavor) | rare | Trade Log | Show | |||
Notes:
Flavor: This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. Special: This item has the harmonious minor property. Attuning to it takes only 1 minute. |
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Black Root of Clathrus Archeri (Staff of Defense with the Wicked property) | rare | SJ-DC-PANDORA-JWEI-03A (Playtest) | Show | |||
Notes:
Staff, rare (requires attunement) Flavor: When its user casts a mage armor with this staff, a translucent reddish purple colored arcane armor wraps their body with mycelial threads woven around the waist. If a shield is casted with this staff, it takes the form of a mushroom’s red cap. Whenever the wearer of this armor is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act. |
||||||
Mace of Terror | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Ring of Free Action | uncommon | Amn | WBW-DC-ANDL-02 - The Bleeding Veil (playtest) | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. This item is found in the Dungeon Master’s Guide. This ring is carved from bone and gives off dark vibrations when you wear it – enough to make the hair stand on your skin. In addition, this ring has the Harmonious minor property. Attuning to this item takes only 1 minute. |
||||||
Efficient Quiver | uncommon | DC-POA-TCW-ACW-1: First Blood | Show | |||
Notes:
Each of the quiver's three compartments connects to an extradimensional space that allow the Quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty Arrows, bolts, or similar Objects. The midsize compartment holds up to eighteen javelins or similar Objects. The longest compartment holds up to six long Objects, such as bows, quarterstaffs, or spears. You can draw any item the Quiver contains as if doing so from a regular Quiver or scabbard. |
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Amulet of Proof Against Detection and Location | uncommon | CCC-MMT02-01 The Stuff of Memories | Show | |||
Notes:
Requires attunement While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. This black metal amulet is in the shape of an Obex: an upside down, two-tiered ziggurat. It hangs from a chain made from the same black metal. The chain is always cold on the skin. |
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Pearl of Power | uncommon | Trade Log | Show | |||
Rope of Entanglement | uncommon | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Orb of TIme | common | DC-POA-TCW-ACW-1: First Blood | Show | |||
Notes:
Wondrous item, common While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. |
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Manke’s Die (Charalan’s Die) | common | CCC-GLIP-01-01 Glip-Dak | Show | |||
Notes:
Wondrous Item, common (requires attunement) Whenever you roll this six-sided die, you can control which number it rolls. This item can be found in Xanathar’s Guide to Everything. |
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Instrument of the Bards (Cli Lyre) | common | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Cloak of the Sages (Cloak of Billowing) | common | Amn | WBW-DC-ANDL-02 - The Bleeding Veil (playtest) | Show | ||
Notes:
Wand, common While wearing this cloak, you can use a bonus action to make it billow dramatically. This item is found in the Xanathar’s Guide to Everything. There is an embroidered symbol of Mystryl in the corner of this black satin cloak. In addition, the cloak has the Language minor property: The bearer can speak and understand Ancient Netherese while the item is on the bearer’s person. |
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Ear Horn of Hearing | common | DDHC-DIA-01: Encounters in Avernus | Show | |||
Moon-touched Longsword | common | DDHC-DIA-01: Encounters in Avernus | Show |