Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
(Adventurer's Ring)
common
Tomb of Damara
Tomb of Damara
Show
Notes:
Ring, Common
"Lamps are a liability on adventures. Delicate and prone to oil spillage, lamps fill a hand that should otherwise be wielding a weapon or casting a spell. Once you try one of our elegant and practical rings, you’ll never go back to cumbersome flint and fire."
While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again.
(Shield+1)
uncommon
Tomb of Damara
Tomb of Damara
Show
Notes:
Armor (Shield), Uncommon (+1), Rare (+2), or Very Rare (+3)
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.
(Longsword+1)
uncommon
Tomb of Damara
Tomb of Damara
Show
Notes:
Melee weapon (martial, longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Rhythm Maker's Drum
uncommon
Free item at Lvl 5
Purchase Log
Show
Notes:
Wondrous item, uncommon (+1)
Stone of Good Luck
uncommon
DDHC-TYP Tales from the Yawning Portal - The Hiden Shrine of Tamoachan
Trade Log
Show
Notes:
Wondrous Item, (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Amulet of Health
uncommon
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Horn of Blasting
rare
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Rare
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the
Moon-Touched Rapier
common
DDHC -DD05 - The Dragon of Najkir
DDHC -DD05 - The Dragon of Najkir
Show
Notes:
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.
Winged Boots
uncommon
DDEX2-10 Cloaks and Shadows
DDEX2-10 Cloaks andShadows
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Wing Wear
uncommon
DDEX2-10 Cloaks andShadows
DDEX2-10 Cloaks andShadows
Show
Notes:
Wondrous item, uncommon (requires attunement)
This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
Spellwrought Tatoo (Feather Fall)
common
CHZ - Sweet Dreams are Made of Cheese
CHZ - Sweet Dreams are Made of Cheese
Show
Notes:
Wondrous item (tattoo), common
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
Mind Crystal (Subtle)
common
CHZ - Sweet Dreams are Made of Cheese
CHZ - Sweet Dreams are Made of Cheese
Show
Notes:
Wondrous Item, common
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.
When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.
Subtle. You cast the spell without any somatic or verbal components for this casting.
This crystallized sample of Death Cheese is extremely aromatic.
Cheese Plate (Strange Material Armor of Fungal Spores)
common
CHZ - Sweet Dreams are Made of Cheese
CHZ - Sweet Dreams are Made of Cheese
Show
Notes:
Breastplate (Strange Material Armor of Fungal Spores), uncommon
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
The dried remains of a sentient cheese formed into a tough shell. When activated, the armor acts as a cheese shaker and sheds pungent cheese flakes in a 10-foot-radius.
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Moon-Touched Sword
common
CCC-GHC-BK1-01_Into_the_Border_Kingdoms
CCC-GHC-BK1-01_Into_the_Border_Kingdoms
Show
Notes:
Weapon (Longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
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.
Doss Lute of the Bard
uncommon
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Cube of Summoning
rare
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| (Adventurer's Ring) | common | Tomb of Damara | Tomb of Damara | Show | ||
|
Notes:
Ring, Common "Lamps are a liability on adventures. Delicate and prone to oil spillage, lamps fill a hand that should otherwise be wielding a weapon or casting a spell. Once you try one of our elegant and practical rings, you’ll never go back to cumbersome flint and fire." While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again. |
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| (Shield+1) | uncommon | Tomb of Damara | Tomb of Damara | Show | ||
|
Notes:
Armor (Shield), Uncommon (+1), Rare (+2), or Very Rare (+3) While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield’s normal bonus to AC. |
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| (Longsword+1) | uncommon | Tomb of Damara | Tomb of Damara | Show | ||
|
Notes:
Melee weapon (martial, longsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| Rhythm Maker's Drum | uncommon | Free item at Lvl 5 | Purchase Log | Show | ||
|
Notes:
Wondrous item, uncommon (+1) |
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| Stone of Good Luck | uncommon | DDHC-TYP Tales from the Yawning Portal - The Hiden Shrine of Tamoachan | Trade Log | Show | ||
|
Notes:
Wondrous Item, (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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| Amulet of Health | uncommon | DDHC -DD06 - The Forbidden Vale | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. |
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| Horn of Blasting | rare | DDHC -DD06 - The Forbidden Vale | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the |
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| Moon-Touched Rapier | common | DDHC -DD05 - The Dragon of Najkir | DDHC -DD05 - The Dragon of Najkir | Show | ||
|
Notes:
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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| Winged Boots | uncommon | DDEX2-10 Cloaks and Shadows | DDEX2-10 Cloaks andShadows | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. |
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| Wing Wear | uncommon | DDEX2-10 Cloaks andShadows | DDEX2-10 Cloaks andShadows | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. The suit regains all of its expended charges after spending at least 1 hour in an elemental air node. |
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| Spellwrought Tatoo (Feather Fall) | common | CHZ - Sweet Dreams are Made of Cheese | CHZ - Sweet Dreams are Made of Cheese | Show | ||
|
Notes:
Wondrous item (tattoo), common Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. |
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| Mind Crystal (Subtle) | common | CHZ - Sweet Dreams are Made of Cheese | CHZ - Sweet Dreams are Made of Cheese | Show | ||
|
Notes:
Wondrous Item, common These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Subtle. You cast the spell without any somatic or verbal components for this casting. This crystallized sample of Death Cheese is extremely aromatic. |
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| Cheese Plate (Strange Material Armor of Fungal Spores) | common | CHZ - Sweet Dreams are Made of Cheese | CHZ - Sweet Dreams are Made of Cheese | Show | ||
|
Notes:
Breastplate (Strange Material Armor of Fungal Spores), uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. The dried remains of a sentient cheese formed into a tough shell. When activated, the armor acts as a cheese shaker and sheds pungent cheese flakes in a 10-foot-radius. Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. |
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| Moon-Touched Sword | common | CCC-GHC-BK1-01_Into_the_Border_Kingdoms | CCC-GHC-BK1-01_Into_the_Border_Kingdoms | Show | ||
|
Notes:
Weapon (Longsword), common |
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| Doss Lute of the Bard | uncommon | DDHC -DD06 - The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. |
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| Cube of Summoning | rare | DDHC -DD06 - The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, Rare This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened. Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster. Once the cube summons a creature, the cube can’t do so again until the next dawn. |
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