Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
+1 Mace
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Weapon, uncommon
Major tier
Simple weapon, melee weapon
4 lb. 1d6 bludgeoning
You have a +1 bonus to attack and damage rolls made with this magic weapon.
+1 Dagger
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Weapon, uncommon
Major tier
Simple weapon, melee weapon
1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Machete
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, melee weapon
3 lb. 1d8 slashing - versatile (1d10)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
*Plant Slaying. The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
*
Heward's Hireling Armor
rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward,
who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In
addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you
can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20
pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a bag of holding, a Heward’s handy
haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate
originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked
through it and deposited in a random location on the Astral Plane. The gate then closes.
Kagonesti Forest Shroud
rare
Dragonlance: Shadow of the Dragon Queen
Show
Notes:
This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.
Ring of Spell Storing
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 DM.
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.
Armor of Vulnerability (Slashing)
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to slashing damage.
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 bludgeoning and piercing damage.
The wearer has disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Cloak of Displacement
rare
CCC-SFBay-02-01 Old Enemies Arise
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
(Rare, Requires Attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Amulet of Health
rare
CCC-SFBAY-02-02 Rise of the Ogre King
CCC-SFBAY-02-02 Rise of the Ogre King
Show
Notes:
Amulet of Health (Wonderous Item, Rare, Requires Attunement)
This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
Arcane Grimoire +2
rare
DDHC-KftGV- 05 - Tockworth's Clockworks
Trade Log
Show
Notes:
Wondrous item, rare (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 +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
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 2.
Belt of Hill Giant Strength
rare
CCC-SFBAY-02-03 The Risen Minotaur Lord
CCC-SFBAY-02-03 The Risen Minotaur Lord
Show
Notes:
(Wondrous Item, rare, 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.
Instrument of the Bards (Canaith Mandolin)
rare
Keys from the Golden Vault - Axe from the Grave
Keys from the Golden Vault - Axe from the Grave
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, cure wounds (3rd level), dispel magic, protection from energy (lightning only)
Sun Blade
rare
Keys from the Golden Vault - Axe from the Grave
Keys from the Golden Vault - Axe from the Grave
Show
Notes:
Weapon (longsword), rare (requires attunement)
Martial weapon, melee weapon
3 lb. 1d8 radiant - finesse, versatile (1d10)
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.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Ring Of Animal Influence
rare
DDAL04-13 The Horseman
DDAL04-13 The Horseman
Show
Notes:
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals
This ring is decorated with canid and raptor symbols. The wearer feels predatory urges and desires a diet of fresh meat. This item can be found in the Dungeon Master’s Guide.
Ring of Protection
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Ring, rare (requires attunement)
Major tier
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals
Ring of Fire Resistance
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
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 GM chooses or determines randomly.
Bracers of Defense
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Amulet of Protection from Turning
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Name | Rarity ▲ | Location | Table | Result | Source | |
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+1 Mace | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Weapon, uncommon |
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+1 Dagger | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Weapon, uncommon Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
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Machete | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Weapon, uncommon Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. *Plant Slaying. The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. |
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Heward's Hireling Armor | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 Placing the armor inside an extradimensional space created by a bag of holding, a Heward’s handy |
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Kagonesti Forest Shroud | rare | Dragonlance: Shadow of the Dragon Queen | Show | |||
Notes:
This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn. |
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Ring of Spell Storing | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) 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) |
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Armor of Vulnerability (Slashing) | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Armor (plate), rare (requires attunement) 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 bludgeoning and piercing damage. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
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Cloak of Displacement | rare | CCC-SFBay-02-01 Old Enemies Arise | CCC-SFBay-02-01 Old Enemies Arise | Show | ||
Notes:
(Rare, Requires Attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
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Amulet of Health | rare | CCC-SFBAY-02-02 Rise of the Ogre King | CCC-SFBAY-02-02 Rise of the Ogre King | Show | ||
Notes:
Amulet of Health (Wonderous Item, Rare, Requires Attunement) This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. |
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Arcane Grimoire +2 | rare | DDHC-KftGV- 05 - Tockworth's Clockworks | Trade Log | Show | ||
Notes:
Wondrous item, rare (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 +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. 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 2. |
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Belt of Hill Giant Strength | rare | CCC-SFBAY-02-03 The Risen Minotaur Lord | CCC-SFBAY-02-03 The Risen Minotaur Lord | Show | ||
Notes:
(Wondrous Item, rare, 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. |
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Instrument of the Bards (Canaith Mandolin) | rare | Keys from the Golden Vault - Axe from the Grave | Keys from the Golden Vault - Axe from the Grave | 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, cure wounds (3rd level), dispel magic, protection from energy (lightning only) |
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Sun Blade | rare | Keys from the Golden Vault - Axe from the Grave | Keys from the Golden Vault - Axe from the Grave | Show | ||
Notes:
Weapon (longsword), rare (requires attunement) Martial weapon, melee weapon 3 lb. 1d8 radiant - finesse, versatile (1d10) 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. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
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Ring Of Animal Influence | rare | DDAL04-13 The Horseman | DDAL04-13 The Horseman | Show | ||
Notes:
Ring, rare • Animal friendship (save DC 13) This ring is decorated with canid and raptor symbols. The wearer feels predatory urges and desires a diet of fresh meat. This item can be found in the Dungeon Master’s Guide. |
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Ring of Protection | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Ring, rare (requires attunement) |
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Ring of Animal Influence | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Ring, rare |
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Ring of Fire Resistance | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Ring, rare (requires attunement) |
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Bracers of Defense | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Amulet of Protection from Turning | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wondrous item, rare (requires attunement) |