Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Wand of Wunder
rare
FR-DC-AMAK-01 You better watch out
FR-DC-AMAK-01 You better watch out
Show
Notes:
Wand, rare (requires attunement)
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
1d100 Effect
01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud.
21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened.
26–30 You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35 Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.
36–40 Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured.
41–45 A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured.
46–50 You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55 The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56–60 A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears.
61–64 Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute.
65–68 An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.
69–72 Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73–77 Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
83–87 Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself.
88–92 Nothing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.
93–97 You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00 The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.
Instrument of Scribing
common
Dreams of the Red Wizards - We're All in This Together
Dreams of the Red Wizards - We're All in This Together
Show
Notes:
Wondrous item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
Devotee's Censer
rare
Dreams of the Red Wizards - We're All in This Together
Dreams of the Red Wizards - We're All in This Together
Show
Notes:
Melee weapon (martial, flail), rare (requires attunement by a cleric or paladin)
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.
As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.
Damage: 1d8
Damage Type: Bludgeoning
Secondary Damage: 1d8
Secondary Damage Type: Radiant
Weight: 2
Boots of Striding and Springing
uncommon
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
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Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Blackrazor
legendary
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
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Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Plate Armor of Vulnerability (Slashing)
rare
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
Show
Notes:
Heavy armor (plate armor), rare (requires attunement)
65 lb.
AC 18
While wearing this armor, you have Resistance to Slashing damage.
Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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.
Vicious Halberd
rare
CCC-SVH01-02 Raven Lord's Aerie
Show
Notes:
DMG'24
p318
Weapon, rare
Martial weapon, melee weapon
6 lb.
1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Cleave
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
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.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Belt of Hill Giant Strength
rare
CCC-SFBAY-02-03 The Risen Minotaur Lord
Show
Notes:
DMG'24
p236
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Astromancy Archive
rare
BMG-MOON-MD-01 Reverie and Murder
BMG-MOON-MD-01 Reverie and Murder
Show
Notes:
Wondrous Item, Rare (Requires Attunement by a Wizard)
The rings of this brass disc seem to shift and move as you observe them. The sigils etched onto its surface remind you of the ancient Llewyrr elves, hinting at a deeper and more mystical purpose. The brass is oxidized to a deep black color, creating an otherworldly effect that reminds you of the night sky, with specks of gold glittering across its surface like stars.
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive 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 archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Clockwork Amulet
common
BMG-MOON-MD-01 Reverie and Murder
BMG-MOON-MD-01 Reverie and Murder
Show
Notes:
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Ring of Swimming
uncommon
A pirates life for me
PO-BK-3-01 A pirates life for me
Show
Notes:
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of Wunder | rare | FR-DC-AMAK-01 You better watch out | FR-DC-AMAK-01 You better watch out | Show | ||
|
Notes:
Wand, rare (requires attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. 1d100 Effect |
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| Instrument of Scribing | common | Dreams of the Red Wizards - We're All in This Together | Dreams of the Red Wizards - We're All in This Together | Show | ||
|
Notes:
Wondrous item, common (requires attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. |
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| Devotee's Censer | rare | Dreams of the Red Wizards - We're All in This Together | Dreams of the Red Wizards - We're All in This Together | Show | ||
|
Notes:
Melee weapon (martial, flail), rare (requires attunement by a cleric or paladin) The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn. Damage: 1d8 |
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| Boots of Striding and Springing | uncommon | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
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Notes:
Wondrous item, uncommon (requires attunement) Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
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| Blackrazor | legendary | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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| Plate Armor of Vulnerability (Slashing) | rare | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Heavy armor (plate armor), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a 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. |
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| Vicious Halberd | rare | CCC-SVH01-02 Raven Lord's Aerie | Show | |||
|
Notes:
DMG'24 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. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
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| Belt of Hill Giant Strength | rare | CCC-SFBAY-02-03 The Risen Minotaur Lord | Show | |||
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Notes:
DMG'24 |
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| Astromancy Archive | rare | BMG-MOON-MD-01 Reverie and Murder | BMG-MOON-MD-01 Reverie and Murder | Show | ||
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Notes:
Wondrous Item, Rare (Requires Attunement by a Wizard) The rings of this brass disc seem to shift and move as you observe them. The sigils etched onto its surface remind you of the ancient Llewyrr elves, hinting at a deeper and more mystical purpose. The brass is oxidized to a deep black color, creating an otherworldly effect that reminds you of the night sky, with specks of gold glittering across its surface like stars. This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive 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 archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. |
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| Clockwork Amulet | common | BMG-MOON-MD-01 Reverie and Murder | BMG-MOON-MD-01 Reverie and Murder | Show | ||
|
Notes:
Wondrous item, common When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. |
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| Ring of Swimming | uncommon | A pirates life for me | PO-BK-3-01 A pirates life for me | Show | ||
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Notes:
Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. |
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