Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ Spell Scroll: Dawn
very_rare
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
DDHC-TYP-Against the Giants-Hall of the Fire Giant King
Show
Notes:
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
☐ Arcane Grimoire +3
very_rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Brazier of Commanding Fire Elementals
rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.
☐ Bloodwell Vial +2
rare
DDHC-KGV-06 - Masterpiece Imbroglio
Trade Log
Show
Notes:
Wondrous Item, varies (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. RARITY BONUS Uncommon +1 Rare +2 Very Rare +3
☐ Sentinel Shield
uncommon
DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level
DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
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.
☐ Dagger of Blindsight
rare
DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level
DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level
Show
Notes:
Weapon (dagger), rare (requires attunement)
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Robe of Scintillating Colors
very_rare
DDHC-CM-Sarah of Yellowcrest Manor
DDHC-CM-Sarah of YellowCrest Manor
Show
Notes:
Robe of Scintillating Colors
Wondrous Item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
☐ Radiance, a +1 wand of the war mage
rare
DDHC-CandleKeep Mysteries-The Price of Beauty
DDHC-CandleKeep Mysteries-The Price of Beauty
Show
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.
While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat
☐ Serpent’s Fang
rare
DDHC-CandleKeep Mysteries-Book of Cylinders
DDHC-CandleKeep Mysteries-Book of Cylinders
Show
Notes:
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
☐ Lantern of Revealing
uncommon
DDHC-CandleKeep Mysteries-Book of Cylinders
DDHC-CandleKeep Mysteries-Book of Cylinders
Show
Notes:
Wondrous Item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
☐ Wand of the War Mage +3
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
Wand, varies (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Wand of Polymorph
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
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.
☐ Half Plate +2 (Stone)
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
Armor (light, medium, or heavy), very rare
You have a +2 bonus to AC while wearing this armor.
Applicable Armor:
Name Type AC Strength Stealth
Padded Light 11 + Dex modifier + 2 -- Disadvantage
Leather Light 11 + Dex modifier + 2 -- --
Studded Leather Light 12 + Dex modifier + 2 -- --
Hide Medium 12 + Dex modifier (max 2) + 2 -- --
Chain Shirt Medium 13 + Dex modifier (max 2) + 2 -- --
Scale Mail Medium 14 + Dex modifier (max 2) + 2 -- Disadvantage
Breastplate Medium 14 + Dex modifier (max 2) + 2 -- --
Half Plate Medium 15 + Dex modifier (max 2) + 2 -- Disadvantage
Ring Mail Heavy 14 + 2 -- Disadvantage
Chain Mail Heavy 16 + 2 Strength 13 Disadvantage
Splint Heavy 17 + 2 Strength 15 Disadvantage
Plate Heavy 18 + 2 Strength 15 Disadvantage
☐ Staff of Power
very_rare
DDEP04 Reclamation of Phlan
Service Hours Award_Very Rare
Show
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
☐ Ring of Cold Resistance
rare
DDAL-CGB Cloud Giant's Bargain
Trade Log
Show
Notes:
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
ROLL TABLE TO VTT
d10 Damage Type Gem
1 Acid Pearl
2 Cold Tourmaline
3 Fire Garnet
4 Force Sapphire
5 Lightning Citrine
6 Necrotic Jet
7 Poison Amethyst
8 Psychic Jade
9 Radiant Topaz
10 Thunder Spinel
☐ Sending Stones
uncommon
DDAL 10-02 Gnashing Teeth
DDAL 10-02 Gnashing Teeth
Show
Notes:
Wondrous Item, uncommon
Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Notes: Communication
☐ Goggles of Night
uncommon
DDAL 10-01 The Frozen North
DDAL 10-01 The Frozen North
Show
☐ Potion of Speed
very_rare
DDAL07-09 Unusual Opposition
DDAL07-09 Unusual Opposition
Show
Notes:
Potion, very rare
When you drink this potion, you gain th
☐ Potion of Greater Healing
uncommon
DDAL07-09 Unusual Opposition
DDAL07-09 Unusual Opposition
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Bitter Wrath (Frost Brand Rapier)
rare
DDAL07-09 Unusual Opposition
DDAL07-09 Unusual Opposition
Show
Notes:
Weapon (any sword), 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 non-magical flames within 30 feet of you. This property can be used no more than once per hour.
Applicable Weapons:
Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
Rapier Martial Melee 1d8 piercing Finesse
Scimitar Martial Melee 1d6 slashing Finesse, light
Shortsword Martial Melee 1d6 piercing Finesse, light
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Spell Scroll: Dawn | very_rare | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | DDHC-TYP-Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. |
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| ☐ Arcane Grimoire +3 | very_rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a wizard) You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. RARITY BONUS |
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| ☐ Brazier of Commanding Fire Elementals | rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. |
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| ☐ Bloodwell Vial +2 | rare | DDHC-KGV-06 - Masterpiece Imbroglio | Trade Log | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. RARITY BONUS Uncommon +1 Rare +2 Very Rare +3 |
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| ☐ Sentinel Shield | uncommon | DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level | DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level | Show | ||
|
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. 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. |
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| ☐ Dagger of Blindsight | rare | DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level | DDHC-DMM Dungeon of the Mad Mage-Chapter 6-The Lost Level | Show | ||
|
Notes:
Weapon (dagger), rare (requires attunement) This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Robe of Scintillating Colors | very_rare | DDHC-CM-Sarah of Yellowcrest Manor | DDHC-CM-Sarah of YellowCrest Manor | Show | ||
|
Notes:
Robe of Scintillating Colors |
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| ☐ Radiance, a +1 wand of the war mage | rare | DDHC-CandleKeep Mysteries-The Price of Beauty | DDHC-CandleKeep Mysteries-The Price of Beauty | Show | ||
|
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster) While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat |
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| ☐ Serpent’s Fang | rare | DDHC-CandleKeep Mysteries-Book of Cylinders | DDHC-CandleKeep Mysteries-Book of Cylinders | Show | ||
|
Notes:
Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. |
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| ☐ Lantern of Revealing | uncommon | DDHC-CandleKeep Mysteries-Book of Cylinders | DDHC-CandleKeep Mysteries-Book of Cylinders | Show | ||
|
Notes:
Wondrous Item, uncommon |
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| ☐ Wand of the War Mage +3 | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
|
Notes:
Wand, varies (requires attunement by a Spellcaster) RARITY BONUS |
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| ☐ Wand of Polymorph | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
|
Notes:
Wand, very rare (requires attunement by a Spellcaster) 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. |
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| ☐ Half Plate +2 (Stone) | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
|
Notes:
Armor (light, medium, or heavy), very rare Applicable Armor: Name Type AC Strength Stealth |
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| ☐ Staff of Power | very_rare | DDEP04 Reclamation of Phlan | Service Hours Award_Very Rare | Show | ||
|
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage |
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| ☐ Ring of Cold Resistance | rare | DDAL-CGB Cloud Giant's Bargain | Trade Log | Show | ||
|
Notes:
Ring, rare (requires attunement) ROLL TABLE TO VTT |
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| ☐ Sending Stones | uncommon | DDAL 10-02 Gnashing Teeth | DDAL 10-02 Gnashing Teeth | Show | ||
|
Notes:
Wondrous Item, uncommon Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. Notes: Communication |
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| ☐ Goggles of Night | uncommon | DDAL 10-01 The Frozen North | DDAL 10-01 The Frozen North | Show | ||
| ☐ Potion of Speed | very_rare | DDAL07-09 Unusual Opposition | DDAL07-09 Unusual Opposition | Show | ||
|
Notes:
Potion, very rare |
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| ☐ Potion of Greater Healing | uncommon | DDAL07-09 Unusual Opposition | DDAL07-09 Unusual Opposition | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Bitter Wrath (Frost Brand Rapier) | rare | DDAL07-09 Unusual Opposition | DDAL07-09 Unusual Opposition | Show | ||
|
Notes:
Weapon (any sword), very rare (requires attunement) 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 non-magical flames within 30 feet of you. This property can be used no more than once per hour. Applicable Weapons: Name Type Damage Properties |
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