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.

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.

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.

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.

Clockwork Amulet common DDHC -DD04 - For Whom the Void Calls DDHC -DD04 - For Whom the Void Calls 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.

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

Dragon Slayer Longsword rare DDHC -DD01 - Death at Sunset DDHC -DD01 - Death at Sunset Show
Notes:

Weapon (Longsword), Rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.

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)

Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast 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.

Greataxe +1 uncommon DDHC -DD02 - Baker's Doesn't DDHC -DD02 - Baker's Doesn't Show
Notes:

Weapon, Uncommon

You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.

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.

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)

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.

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.

Mithral Breastplate uncommon DDHC -DD04 - For Whom the Void Calls DDHC -DD04 - For Whom the Void Calls Show
Notes:

Medium armor (breastplate), uncommon
20 lb.

AC 14 + Dex (max 2)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Moon-Touched Longsword common CCC-GHC-BK1-01 Into the Border Kingdoms Show
Notes:

Weapon (Longsword), common
Minor tier
Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

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.

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.

Moon-Touched Scimitar common DDHC -DD03 - The Will of Orcus DDHC -DD03 - The Will of Orcus Show
Notes:

Weapon (Scimitar), common
Martial weapon, melee weapon
3 lb.

1d6 Slashing
Finesse, Light
Mastery: Nick
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.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

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.

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.