Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
☐ Wand of Pyrotechniques
common
WBW-DC-SQT-01 Hollyphant Love Medley
WBW-DC-SQT-01 Hollyphant Love Medley
Show
Notes:
Wand, common
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.
Notes: Social
☐ Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
Service Hours Award_Very Rare
Show
Notes:
Wondrous Item, very rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Sword of Vengeance
uncommon
CCC-BMG-MOON15-2 Forgotten Fealty
CCC-BMG-MOON15-2 Forgotten Fealty
Show
Notes:
Weapon (any sword), 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.
☐ Superior Healing Potion
very_rare
CCC-STORM-01 The Barrows of Solina
CCC-STORM-01 The Barrows of Solina
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
☐ Stone of Good Luck
uncommon
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Notes: Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Buff
☐ Spell Scroll of Summon Shadowspawn
uncommon
FR-DC-LIGA-02 - House of Shadow
FR-DC-LIGA-02 - House of Shadow
Show
Notes:
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
☐ Spell Scroll of Calm Emotions
common
WBW-DC-SQT-01 Hollyphant Love Medley
WBW-DC-SQT-01 Hollyphant Love Medley
Show
Notes:
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
☐ Spell Scroll of Anti-Life Shell
uncommon
DDAL05-11 Forgotten Traditions
DDAL05-11 Forgotten Traditions
Show
☐ Spell Scroll: Daylight
uncommon
CCC-STORM-01 The Barrows of Solina
CCC-STORM-01 The Barrows of Solina
Show
☐ Spectacular Instrument of the Bards, Doss Lute
uncommon
WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol
WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol
Show
Notes:
Wondrous item, instrument, uncommon (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. 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.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison.
See the Tool Proficiencies entry for more information.
The lute shimmers in iridescent colors unless the owner chooses a specific look. The item is imbued with illusion magic, allowing its bearer to alter the item’s appearance in minor ways. Such alterations don’t change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.
Source: DMG, page 176
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
Activity DC
Identify a tune 10
Improvise a tune 20
☐ Shadowsong (Oathbow)
very_rare
DDEX3-7 Herald of the Moon
DDEX3-7 Herald of the Moon
Show
Notes:
Weapon (longbow), very rare (requires attunement by a ranger)
Each of the elven oathbows are possessed of mythical power and ancient legends. Shadowsong is hewn from a supple length of yew and features curious green metal tendrils snaking through its length. It glows dimly in the presence of humans. The description of this item can be found in the Dungeon Masters Guide.
☐ Scroll of Protection (Plants)
uncommon
DDEX3-7 Herald of the Moon
DDEX3-7 Herald of the Moon
Show
Notes:
Scroll, rare
A description of this item can be found in the Dungeon Master’s Guide.
☐ Scroll of Magic Mouth
uncommon
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
☐ Scroll of Hold Person
uncommon
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
☐ Scroll of Dispel Magic
uncommon
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
☐ Scroll of Conjure Minor Elemental
uncommon
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
☐ Rope of Entanglement
rare
DDAL07-07 Rotting Roots
DDAL07-07 Rotting Roots
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
DDEX3-13 Writhing in the Dark
Service Awards Applied
Show
Notes:
Rod, varies (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
Notes: Bonus: Warlock Spell Attacks, Bonus: Warlock Spell Save DC, Warlock, Buff
☐ Ring of Spell Storing( 2 x mirror image)
rare
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
☐ Ring of Protection
rare
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Wand of Pyrotechniques | common | WBW-DC-SQT-01 Hollyphant Love Medley | WBW-DC-SQT-01 Hollyphant Love Medley | Show | ||
|
Notes:
Wand, common 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. Notes: Social |
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| ☐ Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | Service Hours Award_Very Rare | Show | ||
|
Notes:
Wondrous Item, very rare |
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| ☐ Sword of Vengeance | uncommon | CCC-BMG-MOON15-2 Forgotten Fealty | CCC-BMG-MOON15-2 Forgotten Fealty | Show | ||
|
Notes:
Weapon (any sword), uncommon (requires attunement) 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. |
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| ☐ Superior Healing Potion | very_rare | CCC-STORM-01 The Barrows of Solina | CCC-STORM-01 The Barrows of Solina | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Stone of Good Luck | uncommon | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Notes: Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Buff |
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| ☐ Spell Scroll of Summon Shadowspawn | uncommon | FR-DC-LIGA-02 - House of Shadow | FR-DC-LIGA-02 - House of Shadow | Show | ||
|
Notes:
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. |
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| ☐ Spell Scroll of Calm Emotions | common | WBW-DC-SQT-01 Hollyphant Love Medley | WBW-DC-SQT-01 Hollyphant Love Medley | Show | ||
|
Notes:
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. |
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| ☐ Spell Scroll of Anti-Life Shell | uncommon | DDAL05-11 Forgotten Traditions | DDAL05-11 Forgotten Traditions | Show | ||
| ☐ Spell Scroll: Daylight | uncommon | CCC-STORM-01 The Barrows of Solina | CCC-STORM-01 The Barrows of Solina | Show | ||
| ☐ Spectacular Instrument of the Bards, Doss Lute | uncommon | WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol | WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol | Show | ||
|
Notes:
Wondrous item, instrument, uncommon (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. 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison. See the Tool Proficiencies entry for more information. The lute shimmers in iridescent colors unless the owner chooses a specific look. The item is imbued with illusion magic, allowing its bearer to alter the item’s appearance in minor ways. Such alterations don’t change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. Source: DMG, page 176 Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC |
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| ☐ Shadowsong (Oathbow) | very_rare | DDEX3-7 Herald of the Moon | DDEX3-7 Herald of the Moon | Show | ||
|
Notes:
Weapon (longbow), very rare (requires attunement by a ranger) |
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| ☐ Scroll of Protection (Plants) | uncommon | DDEX3-7 Herald of the Moon | DDEX3-7 Herald of the Moon | Show | ||
|
Notes:
Scroll, rare |
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| ☐ Scroll of Magic Mouth | uncommon | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
| ☐ Scroll of Hold Person | uncommon | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
| ☐ Scroll of Dispel Magic | uncommon | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
| ☐ Scroll of Conjure Minor Elemental | uncommon | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
| ☐ Rope of Entanglement | rare | DDAL07-07 Rotting Roots | DDAL07-07 Rotting Roots | Show | ||
|
Notes:
Wondrous Item, rare 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 | DDEX3-13 Writhing in the Dark | Service Awards Applied | Show | ||
|
Notes:
Rod, varies (requires attunement by a Warlock) In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. RARITY BONUS |
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| ☐ Ring of Spell Storing( 2 x mirror image) | rare | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| ☐ Ring of Protection | rare | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. |
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