Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
+1 Amulet of the Devout uncommon LvL 5 Award Charakter Progression Show
Notes:

Wondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

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.

Heart of the Wyrm (Orb of Direction) common FR-DC-CHROME THE CHROMI CONCLAVE FR-DC-CHROME THE CHROMI CONCLAVE Show
Notes:

Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
"It is said that this legendary gem was made from the heart of the first red wyrmling, which was slain by adventurers. Myths say that the gem draws its wielder north where the wyrmlings mother lays slain beneath the eternal ice.
While holding the gem one can also call upon the knowledge of the dragons, temporarily gaining the ability to speak draconic."
Minor Property: Language (Draconic)

Enchanted Silver Dragon Scale (Periapt of Wound Closure) uncommon FR-DC-CHROME THE CHROMI CONCLAVE FR-DC-CHROME THE CHROMI CONCLAVE Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

"This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light."

Minor Property: Sentinel (Dragon)

Cast-Off Plate Armor common DDHC-RotF 02 Icewind Dale Show
Notes:

Heavy armor (plate armor), common
Minor tier
65 lb.

AC 18
You can doff this armor as an action.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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.

Belt of Hill Giant Strength rare DDHC-RoT-04 Neronvain Trade Log Show
Notes:

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 21.

Silvered Spear common DDHC -DD06 - The Forbidden Vale DDHC -DD06 - The Forbidden Vale Show
Notes:

Weapon (Spear), common
Simple weapon, melee weapon
3 lb.

1d6 Piercing
Thrown (20/60 ft.), Versatile (1d8)
Mastery: Sap
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that 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: 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.

Greatsword of Vengeance uncommon DDHC -DD06 - The Forbidden Vale DDHC -DD06 - The Forbidden Vale Show
Notes:

Weapon (Greatsword), uncommon (requires attunement)
Martial weapon, melee weapon
6 lb.

2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse. This weapon 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 weapon, 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 weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature 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 weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.

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: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Periapt of Health uncommon DDHC -DD06 - The Forbidden Vale DDHC -DD06 - The Forbidden Vale Show
Notes:

Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Horn of Blasting rare DDHC -DD06 - The Forbidden Vale DDHC -DD06 - The Forbidden Vale Show
Notes:

Wondrous item, rare
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage.

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.

Cube of Summoning rare DDHC -DD06 - The Forbidden Vale DDHC -DD06 - The Forbidden Vale Show
Notes:

Wondrous item, rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can't otherwise be opened.

Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn't require Concentration, but you otherwise function as the spell's caster.

Once the cube summons a creature, the cube can't do so again until the next dawn.

Cube of Summoning
1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey

Instrument of the Bards, Doss Lute uncommon DDHC -DD06 - The Forbidden Vale DDHC -DD06 - The Forbidden Vale Show
Notes:

Wondrous item, uncommon (requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a 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 play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute 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.

Moon-Touched Rapier uncommon DDHC -DD05 - The Dragon of Najkir DDHC -DD05 - The Dragon of Najkir Show
Notes:

Weapon (Rapier), common
Martial weapon, melee weapon
2 lb.

1d8 Piercing
Finesse
Mastery: Vex
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Silvered Spear common DDHC -DD05 - The Dragon of Najkir DDHC -DD05 - The Dragon of Najkir Show
Notes:

Weapon (Spear), common
Simple weapon, melee weapon
3 lb.

1d6 Piercing
Thrown (20/60 ft.), Versatile (1d8)
Mastery: Sap
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that 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: 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.

Ring of Jumping uncommon DDHC -DD04 - For Whom the Void Calls DDHC -DD04 - For Whom the Void Calls Show
Notes:

Ring, uncommon (requires attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

Cloak of Many Fashions common DDHC -DD04 - For Whom the Void Calls DDHC -DD04 - For Whom the Void Calls Show
Notes:

Wondrous item, common
While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Stirring Scaled Ornament rare DDHC -DD04 - For Whom the Void Calls Trade Log Show
Notes:

Wondrous item, rare (requires attunement)
This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.

Stirring Dragon-Touched Focus rare DDHC -DD04 - For Whom the Void Calls Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.

Stirring Dragon's Wrath Halberd rare DDHC -DD04 - For Whom the Void Calls Trade Log Show
Notes:

Weapon (Halberd), rare (requires attunement)
Martial weapon, melee weapon
6 lb.

1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Cleave
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon.

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.

Stirring Dragon's Wrath Warhammer rare DDHC -DD04 - For Whom the Void Calls Trade Log Show
Notes:

Weapon (Warhammer), rare (requires attunement)
Martial weapon, melee weapon
5 lb.

1d8 Bludgeoning
Versatile (1d10)
Mastery: Push
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath 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: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Stirring Dragon's Wrath Longbow rare DDHC -DD04 - For Whom the Void Calls Trade Log Show
Notes:

Weapon (Longbow), rare (requires attunement)
Martial weapon, ranged weapon
2 lb.

1d8 Piercing
Ammunition (Range 150/600 ft.; Arrow), Heavy, Two‑Handed
Mastery: Slow
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

You gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon.

Range. A Range weapon has a range 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 is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the 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.