Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Red Dragon Scale Mail
very_rare
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Medium armor, very rare (requires attunement)
Major tier
45 lb. AC 14 + Dex (max 2)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Oathbow
very_rare
DDEX3-7 Herald of the Moon
Show
Notes:
Weapon (longbow), very rare (requires attunement)
Major tier
Martial weapon, ranged weapon
2 lb. 1d8 piercing - ammunition (150/600 ft.), heavy, two‑handed
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Found On: Magic Item Table H
Flame Tongue Longsword
rare
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Weapon, rare (requires attunement)
Major tier
Martial weapon, melee weapon
3 lb. Mastery: Sap
1d8 slashing - alt. 1d10, Versatile
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.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Found On: Magic Item Table G
+2 Longbow
rare
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Weapon, rare
Major tier
Martial weapon, ranged weapon
2 lb. Mastery: Slow
1d8 piercing - Ammunition (150/600 ft.), Heavy, Two‑Handed
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Found On: Magic Item Table G
Longbow of Conflagration
rare
FR-DC-RAY-07 Green Lady's Lament
FR-DC-RAY-07 Green Lady's Lament
Show
Notes:
Weapon, rare (requires attunement)
Martial weapon, ranged weapon
2 lb. Mastery: Slow
1d8 piercing - Ammunition (150/600 ft.), Heavy, Two‑Handed
Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.
Range, Ammunition, Heavy, Two-Handed, Mastery: Slow.
Minor Property
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Amulet of Health
rare
DDAL08-10 The Skull Square Murders
Show
Notes:
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 without it.
Bag of Holding
uncommon
LvL 5 Award
Character Creation at LV 5
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Circlet of Human Perfection
uncommon
DDHC-MoMM-02 Dungeon of the Mad Mage - Arcane Chambers
DDHC-MoMM-02 Dungeon of the Mad Mage - Arcane Chambers
Show
Notes:
Wondrous item, uncommon
Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.
+1 Shield
uncommon
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Armor (shield), uncommon
Major tier
6 lb. AC +2
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
+1 Battleaxe
uncommon
DDHC-KftGV-10 - Heart of Ashes
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, melee weapon
4 lb. Mastery: Topple
1d8 slashing - alt. 1d10, Versatile
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Found On: Magic Item Table F
Candle of the Deep
common
FR-DC-RAY-07 Green Lady's Lament
FR-DC-RAY-07 Green Lady's Lament
Show
Notes:
Wondrous item, common
Minor tier
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Minor Property
Sentinel. This item glows faintly when Undead are within 120 feet of it.
Name | Rarity ▼ | Location | Table | Result | Source | |
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Red Dragon Scale Mail | very_rare | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Notes:
Medium armor, very rare (requires attunement) Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn. The wearer has Disadvantage on Dexterity (Stealth) checks. |
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Oathbow | very_rare | DDEX3-7 Herald of the Moon | Show | |||
Notes:
Weapon (longbow), very rare (requires attunement) When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Found On: Magic Item Table H |
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Flame Tongue Longsword | rare | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Notes:
Weapon, rare (requires attunement) Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. Found On: Magic Item Table G |
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+2 Longbow | rare | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Notes:
Weapon, rare Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. Found On: Magic Item Table G |
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Longbow of Conflagration | rare | FR-DC-RAY-07 Green Lady's Lament | FR-DC-RAY-07 Green Lady's Lament | Show | ||
Notes:
Weapon, rare (requires attunement) Range, Ammunition, Heavy, Two-Handed, Mastery: Slow. Minor Property |
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Amulet of Health | rare | DDAL08-10 The Skull Square Murders | Show | |||
Notes:
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 without it. |
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Bag of Holding | uncommon | LvL 5 Award | Character Creation at LV 5 | Show | ||
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Circlet of Human Perfection | uncommon | DDHC-MoMM-02 Dungeon of the Mad Mage - Arcane Chambers | DDHC-MoMM-02 Dungeon of the Mad Mage - Arcane Chambers | Show | ||
Notes:
Wondrous item, uncommon Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect. |
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+1 Shield | uncommon | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Notes:
Armor (shield), uncommon |
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+1 Battleaxe | uncommon | DDHC-KftGV-10 - Heart of Ashes | DDHC-KftGV-10 - Heart of Ashes | Show | ||
Notes:
Weapon, uncommon Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. Found On: Magic Item Table F |
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Candle of the Deep | common | FR-DC-RAY-07 Green Lady's Lament | FR-DC-RAY-07 Green Lady's Lament | Show | ||
Notes:
Wondrous item, common Minor Property |