Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Wand of Enemy Detection rare DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Wand, rare (requires attunement)
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

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.

☐ Arrow-Catching Shield rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep Show
Notes:

Armor (Shield), Rare (Requires Attunement)
This gold-trimmed red shield is emblazoned with
Candlekeep’s coat of arms.
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.

☐ Amulet of Health rare DDAL-DRW-09 Vile Bounty 5 DDAL-DRW-09 Vile Bounty Show
Notes:

Wondrous item, rare (requires attunement)

This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

☐ Potion of Healing (Superior) rare DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Superior healing Rare 8d4 + 8
Potion, rarity varies
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.

☐ Armor of Vulnerability (bludgeoning) rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

☐ Flame Tongue (Longsword) rare Wild Beyond the Witchlight, Chapter 5, Part B Wild Beyond the Witchlight, Chapter 5, Part B Show
Notes:

Weapon (any sword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

☐ +1 Ring of Protection rare Faction Item Renown and Faction Items Show
☐ Ring of Fire Resistance rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl 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.

☐ Shield, +2, +2 Initiative (Order of the Silver Dragon) rare Curse of Strahd, Chapter 4, Rooms of Weeping, K.41 Service Hours Awards Applied Show
Notes:

+2 shield emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

☐ Longsword +2 rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Scissored Gauntlets ( Scissors of Shadow Snipping ) rare PO-MOON-02 Unsee the Unseelie PO-MOON-02 Unsee the Unseelie Show
Notes:

Wondrous Item, Rare (Requires Attunement by a Fey or a Spellcaster)

As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can’t be used again until the next dawn.

The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:

You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require air, sleep, or nourishment.
You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.

The magical scissors are built into the fingers of a terrifying black leather gauntlet. Donning or doffing this gauntlet requires a minute (10 rounds), and the item cannot be used unless it is worn. Additionally, the hand cannot be used to manipulate objects or provide the somatic components of spells. However, it can deliver a wicked cutting attack, allowing the wearer to deal 1d6 slashing damage with an unarmed strike.

☐ Periapt of Proof against Poison rare DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Wondrous Item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Notes: Immunity: Poison, Immunity: Poisoned, Warding, Jewelry

☐ Green Chromatic Rose rare PO-MOON-02 Unsee the Unseelie PO-MOON-02 Unsee the Unseelie Show
Notes:

Wondrous Item, Rare

This magic rose is green. While a rose is held, it gains a harmless visual effect as indicated on the table. The green rose issues green gas.

While holding the rose by its stem, you gain resistance to poison damage. If you would take more than 10 damage of poison from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of poison. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 poison damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

☐ Potion of Invisibility rare DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Potion, very rare
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

☐ Potion of Superior Healing x3 rare Purchase Log Show
Notes:

Superior Healing
8d4 + 8

☐ Spell Scroll of Mass Cure Wounds rare DDEP10-02 A Song of Spears (Tier 3) DDEP10-02 A Song of Spears (Tier 3) Show
Notes:

Spell Scroll of Mass Cure Wounds
Spell Scroll, Rare

This spell scroll can be used to cast Mass Cure Wounds

☐ White Chromatic Rose rare PO-MOON-02 Unsee the Unseelie PO-MOON-02 Unsee the Unseelie Show
Notes:

Wondrous Item, Rare

This magic rose is white. While a rose is held, it gains a harmless visual effect as indicated on the table. The white rose is covered with frost.

While holding the rose by its stem, you gain resistance to cold damage. If you would take more than 10 damage of cold from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of cold. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 cold damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

☐ Flame Tongue Short sword (Gem Finding) rare DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
(A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword.)

☐ Elixir of Health rare DDAL-DRW-09 Vile Bounty 5 DDAL-DRW-09 Vile Bounty Show
Notes:

Potion, rare
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

☐ Spell Scroll of Cure Wounds (3rd Level) rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.