Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ +2 Rapier with +2 to Initiative
rare
CCC-HAL-03
Service Awards Applied
Show
☐ +2 Studded Leather Armor
rare
CCC-TRI-23
Service Awards Applied
Show
Notes:
You receive +2 to your AC when you wear this armor
☐ All Purpose Tool +3
very_rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
Wondrous Item, varies (requires attunement by a artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool’s rarity.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
☐ Amulet of the Devout +1
uncommon
Starting Play at Level 5
Starting Play at Level 5
Show
☐ Amulet of the Devout +2
rare
Trade Log
Show
Notes:
Wondrous Item, varies (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet’s rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
RARITY BONUS
Uncommon +1
Rare +2
☐ Amulet of the Planes
common
BMG-DRWEP-OD-04 - Battle of Thaymount
BMG-DRWEP-OD-04 - Battle of Thaymount
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
☐ Animated Shield
very_rare
DDEP-08-03 Last Orders at the Yawning Portal
DDEP-08-03 Last Orders at the Yawning Portal
Show
Notes:
Shield, Very Rare (requires attunement)
This shield appears as the head of a large beer keg, ringed by a rusty iron band. Whenever the shield is struck by a blow, a chorus of cheering dwarven voices are heard. While holding this shield, you can speak its command word as bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
☐ Antitoxin
uncommon
CCC-ALMOG-03 TALES03-01 Claws of Fury
CCC-ALMOG-03 TALES03-01 Claws of Fury
Show
Notes:
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
☐ Atlas of Endless Horizon
rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
☐ Belt of Fire Giant Strength
very_rare
CCC-ALMOG-03 TALES03-01 Claws of Fury
CCC-ALMOG-03 TALES03-01 Claws of Fury
Show
Notes:
Wondrous Item, varies (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Type Strength Rarity
Belt of Hill Giant Strength 21 Rare
Belt of Frost Giant Strength 23 Very Rare
Belt of Stone Giant Strength 23 Very Rare
Belt of Fire Giant Strength 25 Very Rare
Belt of Cloud Giant Strength 27 Legendary
Belt of Storm Giant Strength 29 Legendary
☐ Berserker Axe
rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Applicable Weapons:
Name Type Damage Properties
Handaxe Simple Melee 1d6 slashing Light, thrown (20/60)
Battleaxe Martial Melee 1d8 slashing Versatile (1d10)
Greataxe Martial Melee 1d12 slashing Heavy, two-handed
☐ Blood Fury Tatoo
legendary
DDAL-DRW-20 - The Death of Szass Tam
DDAL-DRW-20 - The Death of Szass Tam
Show
Notes:
Wondrous Item (Tattoo), Legendary (Requires Attunement)
When this tattoo is applied to a creature, it takes the form
of an Abeiran dragonborn sigil that marks the individual as
a being of “ill nature and worse temperament.”
Produced by a special needle, this magic tattoo evokes
fury in its form and colors.
Tattoo Attunement. To attune to this item, you hold the
needle to your skin where you want the tattoo to appear,
pressing the needle there throughout the attunement
process. When the attunement is complete, the needle
turns into the ink that becomes the tattoo, which appears
on the skin.
If your attunement to the tattoo ends, the tattoo vanishes,
and the needle reappears in your space.
Bloodthirsty Strikes. The tattoo has 10 charges, and
it regains all expended charges daily at dawn. While this
tattoo is on your skin, you gain the following benefits:
• When you hit a creature with a weapon attack, you can
expend a charge to deal an extra 4d6 necrotic damage to
the target, and you regain a number of hit points equal to
the necrotic damage dealt.
• When a creature you can see damages you, you can
expend a charge and use your reaction to make a melee
attack against that creature, with advantage on your
attack roll.
☐ Bracer's of Archery
uncommon
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2)
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2)
Show
Notes:
Wonderous Item, Uncommon (Requires Attunement)
These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
☐ Cloak of Protection, +1
uncommon
DDHC-CoS Curse of Strahd-Chapter 2-Durst Manor
DDHC-CoS Curse of Strahd-Death House
Show
☐ Dancing Sword, “Raptor” (Rapier)
very_rare
CCC-LINKS-02 The Secrets We Keep
CCC-LINKS-02 The Secrets We Keep
Show
Notes:
Weapon (rapier), very rare (requires attunement)
Fulton Stormweather enjoyed a successful career as a swashbuckling wizard for many years before becoming trapped in the Feywild. His bonded weapon, a rapier named “Raptor”, became the target of his enchantment effects. Over time, it seemingly developed a hint of a personality. Its attuned bearer feels more confident, and it makes a keening cry like that of a hunting raptor when landing a killing blow on an enemy. A description of this item can be found in the Dungeon Master’s Guide.
☐ Dawnfire (Sun Blade)
rare
CCC-STORM-01 The Barrows of Solina
Trade Log
Show
Notes:
Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. This item can be found in the Dungeon Master’s Guide.
☐ Deck of Illusions (34 Cards)
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Wondrous Item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
☐ Defender Longsword
legendary
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
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
☐ Elixir of Health
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
☐ Gauntlets of Ogre Strength
uncommon
CCC-ODFC01-01 - Hammer and Anvil
Service Hours Rewards Applied
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Notes: Set: Strength Score, Buff, Handwear
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ +2 Rapier with +2 to Initiative | rare | CCC-HAL-03 | Service Awards Applied | Show | ||
| ☐ +2 Studded Leather Armor | rare | CCC-TRI-23 | Service Awards Applied | Show | ||
|
Notes:
You receive +2 to your AC when you wear this armor |
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| ☐ All Purpose Tool +3 | very_rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a artificer) While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool’s rarity. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. |
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| ☐ Amulet of the Devout +1 | uncommon | Starting Play at Level 5 | Starting Play at Level 5 | Show | ||
| ☐ Amulet of the Devout +2 | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, varies (requires attunement by a cleric or paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn. RARITY BONUS |
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| ☐ Amulet of the Planes | common | BMG-DRWEP-OD-04 - Battle of Thaymount | BMG-DRWEP-OD-04 - Battle of Thaymount | Show | ||
|
Notes:
Wondrous Item, very rare (requires attunement) |
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| ☐ Animated Shield | very_rare | DDEP-08-03 Last Orders at the Yawning Portal | DDEP-08-03 Last Orders at the Yawning Portal | Show | ||
|
Notes:
Shield, Very Rare (requires attunement) |
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| ☐ Antitoxin | uncommon | CCC-ALMOG-03 TALES03-01 Claws of Fury | CCC-ALMOG-03 TALES03-01 Claws of Fury | Show | ||
|
Notes:
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. |
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| ☐ Atlas of Endless Horizon | rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement by a wizard) While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
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| ☐ Belt of Fire Giant Strength | very_rare | CCC-ALMOG-03 TALES03-01 Claws of Fury | CCC-ALMOG-03 TALES03-01 Claws of Fury | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement) Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Type Strength Rarity |
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| ☐ Berserker Axe | rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (any axe), rare (requires attunement) Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Applicable Weapons: Name Type Damage Properties |
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| ☐ Blood Fury Tatoo | legendary | DDAL-DRW-20 - The Death of Szass Tam | DDAL-DRW-20 - The Death of Szass Tam | Show | ||
|
Notes:
Wondrous Item (Tattoo), Legendary (Requires Attunement) |
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| ☐ Bracer's of Archery | uncommon | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) | Show | ||
|
Notes:
Wonderous Item, Uncommon (Requires Attunement) These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
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| ☐ Cloak of Protection, +1 | uncommon | DDHC-CoS Curse of Strahd-Chapter 2-Durst Manor | DDHC-CoS Curse of Strahd-Death House | Show | ||
| ☐ Dancing Sword, “Raptor” (Rapier) | very_rare | CCC-LINKS-02 The Secrets We Keep | CCC-LINKS-02 The Secrets We Keep | Show | ||
|
Notes:
Weapon (rapier), very rare (requires attunement) |
||||||
| ☐ Dawnfire (Sun Blade) | rare | CCC-STORM-01 The Barrows of Solina | Trade Log | Show | ||
|
Notes:
Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. This item can be found in the Dungeon Master’s Guide. |
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| ☐ Deck of Illusions (34 Cards) | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Wondrous Item, uncommon The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. |
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| ☐ Defender Longsword | legendary | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (any sword), legendary (requires attunement) The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. Applicable Weapons: Name Type Damage Properties |
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| ☐ Elixir of Health | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
| ☐ Gauntlets of Ogre Strength | uncommon | CCC-ODFC01-01 - Hammer and Anvil | Service Hours Rewards Applied | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) Notes: Set: Strength Score, Buff, Handwear |
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