Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Cloak of Invisibility
legendary
Cania
DDAL00-12b A Helpful Distraction (Cania)
Show
Notes:
Wondrous item, legendary (requires attunement)
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours, the cloak goes unused, it regains 1 hour of duration.
Blackrazor (Greatsword +3)
legendary
DDHC-TYP White Plume Mountain
Show
Notes:
(Item to be recieved upong getting to T4)
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Frost Brand Shortsword
very_rare
Cania
DDAL00-12b A Helpful Distraction (Cania)
Show
Notes:
Weapon (shortsword), very rare (requires attunement)
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.
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Damage: Cold, Resistance: Fire, Damage, Combat, Warding, Finesse, Light
Tome of Leadership and Influence
very_rare
Trade Log
Show
Belt of Stone Giant Strength
very_rare
DDAL-DRW14: The City That Should Not Be
Show
Notes:
This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord.
While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.
Dwarven Plate (Plate Armor +3)
very_rare
Trade Log
Show
Ring of Telekinesis
very_rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Rhythm Maker's Drum +3
very_rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Ring of Evasion
rare
Cania
DDAL00-12b A Helpful Distraction (Cania)
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Notes: Warding, Jewelry
Figurine of Wondrous Power (Bronze Griffon)
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Mace of Terror
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Armor of Vulnerability (Slashing)
rare
DDHC-TYP White Plume Mountain
Show
Ring of Protection
rare
DDHC-TYP White Plume Mountain
Show
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
Show
Staff of the Woodlands
rare
DDHC-Candlekeep Mysteries - Chapter 17: Xanthoria
Show
Bowl of Commanding Water Elementals
rare
DDAL09-07: Diabolical Dive
Show
Notes:
This silver bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. It is ringed with Infernal script and inlaid with rubies. When filled with water from the River Styx, it can conjure a water elemental that can carry other creatures safely through the waters of the Styx.
Arrow-Catching Shield
rare
CCC-GLIP-0201 Blue Scales
Show
Notes:
Armor (shield), rare (requires attunement)
This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan.
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Notes: Combat, Warding
Bell Branch
rare
WBW-DC-TST-01: Color in Light
Show
Notes:
Wondrous item, rare (requires attunement by a druid or warlock)
This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.
The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don’t have total cover from you, the bells ring softly, their tone indicating the creature types present.
As an action, you can expend 1 charge to cast protection from evil and good.
Rapier +2
rare
DDHC-TYP White Plume Mountain
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Studded Leather Armor +1
rare
Cania
DDAL00-12b A Helpful Distraction (Cania)
Show
Notes:
Armor (studded leather), rare
You have a +1 bonus to AC while wearing this armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Notes: Bonus: Armor Class, Combat, Warding
Name | Rarity ▼ | Location | Table | Result | Source | |
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Cloak of Invisibility | legendary | Cania | DDAL00-12b A Helpful Distraction (Cania) | Show | ||
Notes:
Wondrous item, legendary (requires attunement) While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours, the cloak goes unused, it regains 1 hour of duration. |
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Blackrazor (Greatsword +3) | legendary | DDHC-TYP White Plume Mountain | Show | |||
Notes:
(Item to be recieved upong getting to T4) Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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Frost Brand Shortsword | very_rare | Cania | DDAL00-12b A Helpful Distraction (Cania) | Show | ||
Notes:
Weapon (shortsword), very rare (requires attunement) 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. 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. Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Damage: Cold, Resistance: Fire, Damage, Combat, Warding, Finesse, Light |
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Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Belt of Stone Giant Strength | very_rare | DDAL-DRW14: The City That Should Not Be | Show | |||
Notes:
This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. |
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Dwarven Plate (Plate Armor +3) | very_rare | Trade Log | Show | |||
Ring of Telekinesis | very_rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Rhythm Maker's Drum +3 | very_rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Notes:
Source: Tasha's Cauldron of Everything Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. |
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Ring of Evasion | rare | Cania | DDAL00-12b A Helpful Distraction (Cania) | Show | ||
Notes:
Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. Notes: Warding, Jewelry |
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Figurine of Wondrous Power (Bronze Griffon) | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Mace of Terror | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Armor of Vulnerability (Slashing) | rare | DDHC-TYP White Plume Mountain | Show | |||
Ring of Protection | rare | DDHC-TYP White Plume Mountain | Show | |||
Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | Show | |||
Staff of the Woodlands | rare | DDHC-Candlekeep Mysteries - Chapter 17: Xanthoria | Show | |||
Bowl of Commanding Water Elementals | rare | DDAL09-07: Diabolical Dive | Show | |||
Notes:
This silver bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. It is ringed with Infernal script and inlaid with rubies. When filled with water from the River Styx, it can conjure a water elemental that can carry other creatures safely through the waters of the Styx. |
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Arrow-Catching Shield | rare | CCC-GLIP-0201 Blue Scales | Show | |||
Notes:
Armor (shield), rare (requires attunement) This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan. You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. Notes: Combat, Warding |
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Bell Branch | rare | WBW-DC-TST-01: Color in Light | Show | |||
Notes:
Wondrous item, rare (requires attunement by a druid or warlock) This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it. The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don’t have total cover from you, the bells ring softly, their tone indicating the creature types present. As an action, you can expend 1 charge to cast protection from evil and good. |
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Rapier +2 | rare | DDHC-TYP White Plume Mountain | Show | |||
Studded Leather Armor +1 | rare | Cania | DDAL00-12b A Helpful Distraction (Cania) | Show | ||
Notes:
Armor (studded leather), rare You have a +1 bonus to AC while wearing this armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. Notes: Bonus: Armor Class, Combat, Warding |