Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Ring of Acid Resistance
rare
Purple Worm Poo
DDHC-CM Alkazaar's Appendix
Show
Notes:
Ring of Acid Resistance
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Dwarven Plate
very_rare
Purple Worm Poo
DDHC-CM Alkazaar's Appendix
Show
Notes:
Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. 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.
Animated Shield
very_rare
Purple Worm Poo
DDHC-CM Alkazaar's Appendix
Show
Notes:
Animated Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Horn of silent alarm
common
DnD Celebration 2020
611
DDEP 10-00 Great Knucklehead Rally
Show
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Prosthetic Limb
common
DDAL10-06 The Fallen Star
Show
Notes:
Wondrous item, common
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.
Lifewell tattoo
very_rare
DDAO-48 - Pomp
Show
Notes:
This magic item can be claimed now or at any later point in time.
A Moose called Death gave you the Gift of Jergal. To deliver this i did bite you in the Shoulder. This bite is permanent and can't be removed by any means.
This magic can't be traded and you cannot willingly unattune. If you get unattuned by any effect the Moose needs to bite you at another spot in order to refresh the Gift of Jergar
Necrotic Resistance. You have resistance to necrotic damage.
Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn.
Moose's Mithral Barding
uncommon
Trade Log
Show
Notes:
Mithral Scale male Barding for Moose
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Clockwork Amulet
common
DDAL 10-08 Volatile Thoughts
Show
Notes:
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.
Wand of Pyrotechnics
common
DC-PoA We're One Behind But Who's Counting
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Clockwork Amulet
common
DDAL 10-10 - Burying the Past
Show
Notes:
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.
splint +2
very_rare
DDEP 10-02 - A Song of Spears
Show
Notes:
Armor (heavy), very rare
This armor is made of magically treated remorhaz hide and is trimmed with black fur and decorated with feathers and beads.
You have +2 bonus to AC while wearing this armor
Wand of the War Mage +3
very_rare
DDEP 10-02 - A Song of Spears
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
The shaft of this wand is made of blackened bone covered in flecks of a strange, unidentifiable metal.
While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Pixie Winged Boots
common
Purchase Log
Show
Notes:
Pixie Winged Boots
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots.
Winged Boots
Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Hag's Clawblade
rare
CCC-BMG MOON 15-2 Forgotten Fealty
Show
Notes:
This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties. This item functions as a vicious weapon (rapier)
Ring of Protection
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Wand of Fear
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Wand of Fear
Wand, rare (requires attunement)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Horn of Blasting
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Horn of Blasting
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Staff of Withering
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Staff of Withering
Staff, rare (requires attunement by a cleric, druid, or warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Longbow +2
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Longbow +2
Weapon (longbow), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Wand of Polymorph
very_rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Wand of Polymorph
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Acid Resistance | rare | Purple Worm Poo | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Ring of Acid ResistanceRing, rare (requires attunement) You have resistance to acid damage while wearing this ring. |
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Dwarven Plate | very_rare | Purple Worm Poo | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Dwarven PlateArmor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. 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. |
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Animated Shield | very_rare | Purple Worm Poo | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Animated ShieldArmor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. |
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Horn of silent alarm | common | DnD Celebration 2020 | 611 | DDEP 10-00 Great Knucklehead Rally | Show | |
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. |
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Prosthetic Limb | common | DDAL10-06 The Fallen Star | Show | |||
Notes:
Wondrous item, common This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die. |
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Lifewell tattoo | very_rare | DDAO-48 - Pomp | Show | |||
Notes:
This magic item can be claimed now or at any later point in time. A Moose called Death gave you the Gift of Jergal. To deliver this i did bite you in the Shoulder. This bite is permanent and can't be removed by any means. Necrotic Resistance. You have resistance to necrotic damage. Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn. |
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Moose's Mithral Barding | uncommon | Trade Log | Show | |||
Notes:
Mithral Scale male Barding for Moose Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
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Clockwork Amulet | common | DDAL 10-08 Volatile Thoughts | Show | |||
Notes:
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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Wand of Pyrotechnics | common | DC-PoA We're One Behind But Who's Counting | Show | |||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. |
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Clockwork Amulet | common | DDAL 10-10 - Burying the Past | Show | |||
Notes:
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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splint +2 | very_rare | DDEP 10-02 - A Song of Spears | Show | |||
Notes:
Armor (heavy), very rare This armor is made of magically treated remorhaz hide and is trimmed with black fur and decorated with feathers and beads. You have +2 bonus to AC while wearing this armor |
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Wand of the War Mage +3 | very_rare | DDEP 10-02 - A Song of Spears | Show | |||
Notes:
Wand, very rare (requires attunement by a spellcaster) The shaft of this wand is made of blackened bone covered in flecks of a strange, unidentifiable metal. While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Pixie Winged Boots | common | Purchase Log | Show | |||
Notes:
Pixie Winged Boots Winged Boots While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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Hag's Clawblade | rare | CCC-BMG MOON 15-2 Forgotten Fealty | Show | |||
Notes:
This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties. This item functions as a vicious weapon (rapier) |
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Ring of Protection | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Ring of ProtectionRing, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. |
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Wand of Fear | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Wand of FearWand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. |
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Horn of Blasting | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Horn of BlastingWondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
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Staff of Withering | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Staff of WitheringStaff, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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Longbow +2 | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Longbow +2Weapon (longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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Wand of Polymorph | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Wand of PolymorphWand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |