Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wave / Blackrazor / Whelm
legendary
Adventure Reward
DDHC-TYP-White Plume Mountain
Show
Tome of Leadership and Influence
very_rare
Traded from Noxius Nadarr
Trade Log
Show
Stone of Good Luck (Luckstone)
uncommon
Corrupted Moonwell
CCC-BMG MOON 8-3 A Grim View of Farview
Show
Notes:
Stone of Good Luck (Luckstone)
Wondrous item, uncommon (requires attunement)
Every color of the rainbow dances across this opal’s polished surface. Delicate silver leaves form loops that may be used to hang the luckstone from a chain or bind it to another item. It was once woven into the mane of the unicorn Arynn.
While this polished stone is on your person, you gain a +1 bonus to ability checks and saving throws.
Rope of Entanglement
rare
Looted from Slavers
DDHC-KotGV Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Rope of Entanglement
rare
Looted from an Erinyes
DDHC-KotGV Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Rod of the Pact Keeper +2
rare
Traded from Nox (Rudi)
Trade Log
Show
Notes:
Original Source: DDAL09-20 Where Devils Fear to Tread
Ring of Telekinesis
very_rare
Arcanoloth
DDHC-KotGV Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Ring of Spell Storing
rare
Oni
DDHC-TYP-White Plume Mountain
Show
Ring of Protection
rare
Oni
DDHC-TYP-White Plume Mountain
Show
Quarterstaff+1
uncommon
Traded with Prof. Xun Hardshield
Trade Log
Show
Pipes of Haunting
uncommon
Traded from Rafael Dust
Trade Log
Show
Nature's Mantle
uncommon
Original Source: WBW-DC-GC14-02 Soul of the Forest
Trade Log
Show
Mystery Key
common
Traded from Silk
Trade Log
Show
Medallion of Thoughts
uncommon
Princess Room
CCC-BMG MOON 11-3 A Darkened Heart
Show
Notes:
Medallion of Thoughts
Wondrous Item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
This medallion is made out of polished silver and shaped like a small mirror.
Any thoughts detected by the device appear in the mirrored surface as either images or the surface fogs over and words appear.
Mace of Terror
rare
Dragon Hoard
DDHC-KotGV Fire and Darkness
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you 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.
The mace regains 1d3 expended charges daily at dawn.
Longsword +1 (former Sword of Vengeance)
uncommon
Soul Shard of the Slain
CCC-BMG MOON 15-2 Forgotten Fealty
Show
Notes:
Sword of Vengeance
Weapon (longsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
The sword, no longer tainted by Malar’s corruption, is now a clear crystal. The sword is only loyal to the wielder, becoming a dull blade to anyone else. When the sword strikes a target, a blue-white trail is left briefly in its wake.
Instrument of the Bards (Cli Lyre)
rare
Loot from Efreeti
DDHC-KotGV Fire and Darkness
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 use an action to play the instrument and 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.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
G.R.I.P. (Eldritch Claw Tattoo)
uncommon
Traded with Seine hoheitliche Fellminenz Schattentod, Erster seines Namens
Trade Log
Show
Googles of Night
uncommon
Crabs' Lair
DDHC-TYP-White Plume Mountain
Show
Gem of Brightness
uncommon
Endboss
CCC-BMG MOON 8-1 Blood on the Moors
Show
Notes:
Gem of Brightness
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
This item is found in the Dungeon Master’s Guide.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Wave / Blackrazor / Whelm | legendary | Adventure Reward | DDHC-TYP-White Plume Mountain | Show | ||
Tome of Leadership and Influence | very_rare | Traded from Noxius Nadarr | Trade Log | Show | ||
Stone of Good Luck (Luckstone) | uncommon | Corrupted Moonwell | CCC-BMG MOON 8-3 A Grim View of Farview | Show | ||
Notes:
Stone of Good Luck (Luckstone) Wondrous item, uncommon (requires attunement) Every color of the rainbow dances across this opal’s polished surface. Delicate silver leaves form loops that may be used to hang the luckstone from a chain or bind it to another item. It was once woven into the mane of the unicorn Arynn. While this polished stone is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Rope of Entanglement | rare | Looted from Slavers | DDHC-KotGV Fire and Darkness | Show | ||
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
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Rope of Entanglement | rare | Looted from an Erinyes | DDHC-KotGV Fire and Darkness | Show | ||
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
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Rod of the Pact Keeper +2 | rare | Traded from Nox (Rudi) | Trade Log | Show | ||
Notes:
Original Source: DDAL09-20 Where Devils Fear to Tread |
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Ring of Telekinesis | very_rare | Arcanoloth | DDHC-KotGV Fire and Darkness | Show | ||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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Ring of Spell Storing | rare | Oni | DDHC-TYP-White Plume Mountain | Show | ||
Ring of Protection | rare | Oni | DDHC-TYP-White Plume Mountain | Show | ||
Quarterstaff+1 | uncommon | Traded with Prof. Xun Hardshield | Trade Log | Show | ||
Pipes of Haunting | uncommon | Traded from Rafael Dust | Trade Log | Show | ||
Nature's Mantle | uncommon | Original Source: WBW-DC-GC14-02 Soul of the Forest | Trade Log | Show | ||
Mystery Key | common | Traded from Silk | Trade Log | Show | ||
Medallion of Thoughts | uncommon | Princess Room | CCC-BMG MOON 11-3 A Darkened Heart | Show | ||
Notes:
Medallion of Thoughts Wondrous Item, uncommon (requires attunement) This medallion is made out of polished silver and shaped like a small mirror. |
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Mace of Terror | rare | Dragon Hoard | DDHC-KotGV Fire and Darkness | Show | ||
Notes:
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you 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. The mace regains 1d3 expended charges daily at dawn. |
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Longsword +1 (former Sword of Vengeance) | uncommon | Soul Shard of the Slain | CCC-BMG MOON 15-2 Forgotten Fealty | Show | ||
Notes:
Sword of Vengeance Weapon (longsword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. The sword, no longer tainted by Malar’s corruption, is now a clear crystal. The sword is only loyal to the wielder, becoming a dull blade to anyone else. When the sword strikes a target, a blue-white trail is left briefly in its wake. |
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Instrument of the Bards (Cli Lyre) | rare | Loot from Efreeti | DDHC-KotGV Fire and Darkness | Show | ||
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 use an action to play the instrument and 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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G.R.I.P. (Eldritch Claw Tattoo) | uncommon | Traded with Seine hoheitliche Fellminenz Schattentod, Erster seines Namens | Trade Log | Show | ||
Googles of Night | uncommon | Crabs' Lair | DDHC-TYP-White Plume Mountain | Show | ||
Gem of Brightness | uncommon | Endboss | CCC-BMG MOON 8-1 Blood on the Moors | Show | ||
Notes:
Gem of Brightness Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp. This item is found in the Dungeon Master’s Guide. |