Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Elemental Essence Shard: Earth
rare
SJ-DC-MONSTER-03 Zaratan
SJ-DC-MONSTER-03 Zaratan
Show
Notes:
Elemental Essence Shard: Earth "Zaratan's Seed" - “Green and gold amber shards glisten with the colors of the earth, and glow faintly in sunlight.”
Delver - While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Storm Goblet
common
SJ-DC-WINE-01 Thunderstorms and Wine
SJ-DC-WINE-01 Thunderstorms and Wine
Show
Notes:
An intricate goblet forged from a lightning-struck meteor and etched with giant runes and the symbol of Quintessence, a purple lighting bolt. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. Language. The bearer can speak and understand the Giant language while the item is on the bearer’s person.
Frost Brand Greatsword
rare
SJ-DC-WINE-01 Thunderstorms and Wine
SJ-DC-WINE-01 Thunderstorms and Wine
Show
Notes:
"Quintessence's Edge" - “The storm silver blade shimmers with icy blue runes; etchings of grapevines are wrapped about the hilt. The blade crackles with electricity with every strike.”
Rope of Mending
common
SJ-DC-MONSTER-02 Leviathan
SJ-DC-MONSTER-02 Leviathan
Show
Spellwrought Tattoo, Druidcraft
common
SJ-DC-MONSTER-03 Zaratan
SJ-DC-MONSTER-03 Zaratan
Show
Notes:
- "Eschantrii Tattoo" - "A green tattoo of a vibrant tree."
Compass - The wielder can use an action to learn which way is north.
Rapier of the Dark Huntsman (Rapier of Life Stealing)
rare
CCC-PDXAGE2-1 The Dark Hunt
CCC-PDXAGE2-1 The Dark Hunt
Show
Notes:
Weapon, rare (requires attunement)
This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. The description of this item can be found in the Dungeon Masters Guide.
Staff of Swarming Insects
rare
DDEX3-3 The Occupation of Szith Morcane
DDEX3-3 The Occupation of Szith Morcane
Show
Notes:
Staff, simple weapon, melee weapon, major tier, rare
Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
This staff is made of finely-polished white wood. The
insects summoned by the staff take the form of winged
spiders with gossamer wings
Instrument of the Bards, Canaith Mandolin
rare
DDHC White Plume Mountain
DDHC White Plume Mountain
Show
Notes:
Wondrous item, instrument, major tier, rare (requires attunement by a bard)
2 lb.
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. 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.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only).
Cube of Force
rare
DDEP06-02 Return to White Plume
DDEP06-02 Return to White Plume
Show
Notes:
Wondrous Item, rare (requires attunement)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Face Charges Effect
1 1 Gases, wind, and fog can't pass through the barrier.
2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 3 Living matter can't pass through the barrier.
4 4 Spell effects can't pass through the barrier.
5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 0 The barrier deactivates.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or Item Charges Lost
Disintegrate 1d12
Horn of Blasting 1d10
Passwall 1d6
Prismatic Spray 1d20
Wall of Fire 1d4
Ioun Stone of Protection
rare
DDEP06-02 Return to White Plume
DDEP06-02 Return to White Plume
Show
Notes:
Ioun Stone of Protection
Wondrous Item, varies (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Elemental Essence Shard: Earth | rare | SJ-DC-MONSTER-03 Zaratan | SJ-DC-MONSTER-03 Zaratan | Show | ||
Notes:
Elemental Essence Shard: Earth "Zaratan's Seed" - “Green and gold amber shards glisten with the colors of the earth, and glow faintly in sunlight.” |
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Storm Goblet | common | SJ-DC-WINE-01 Thunderstorms and Wine | SJ-DC-WINE-01 Thunderstorms and Wine | Show | ||
Notes:
An intricate goblet forged from a lightning-struck meteor and etched with giant runes and the symbol of Quintessence, a purple lighting bolt. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. Language. The bearer can speak and understand the Giant language while the item is on the bearer’s person. |
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Frost Brand Greatsword | rare | SJ-DC-WINE-01 Thunderstorms and Wine | SJ-DC-WINE-01 Thunderstorms and Wine | Show | ||
Notes:
"Quintessence's Edge" - “The storm silver blade shimmers with icy blue runes; etchings of grapevines are wrapped about the hilt. The blade crackles with electricity with every strike.” |
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Rope of Mending | common | SJ-DC-MONSTER-02 Leviathan | SJ-DC-MONSTER-02 Leviathan | Show | ||
Spellwrought Tattoo, Druidcraft | common | SJ-DC-MONSTER-03 Zaratan | SJ-DC-MONSTER-03 Zaratan | Show | ||
Notes:
|
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Rapier of the Dark Huntsman (Rapier of Life Stealing) | rare | CCC-PDXAGE2-1 The Dark Hunt | CCC-PDXAGE2-1 The Dark Hunt | Show | ||
Notes:
Weapon, rare (requires attunement) |
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Staff of Swarming Insects | rare | DDEX3-3 The Occupation of Szith Morcane | DDEX3-3 The Occupation of Szith Morcane | Show | ||
Notes:
Staff, simple weapon, melee weapon, major tier, rare Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. This staff is made of finely-polished white wood. The |
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Instrument of the Bards, Canaith Mandolin | rare | DDHC White Plume Mountain | DDHC White Plume Mountain | Show | ||
Notes:
Wondrous item, instrument, major tier, rare (requires attunement by a bard) 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only). |
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Cube of Force | rare | DDEP06-02 Return to White Plume | DDEP06-02 Return to White Plume | Show | ||
Notes:
Wondrous Item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Face Charges Effect Spell or Item Charges Lost |
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Ioun Stone of Protection | rare | DDEP06-02 Return to White Plume | DDEP06-02 Return to White Plume | Show | ||
Notes:
Ioun Stone of Protection An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. |
Unlocked Magic Items
Name
Rarity
Tier ▼
Location
Table
Result
Source
Gloves of Missile Snaring
uncommon
2
DDHC-TYP Hidden Shrine of Tamoachan
DDHC-TYP Hidden Shrine of Tamoachan
Show
Notes:
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Bracelet of Rock Magic
very_rare
2
DDHC-TYP Hidden Shrine of Tamoachan
DDHC-TYP Hidden Shrine of Tamoachan
Show
Notes:
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
Name | Rarity | Tier ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Gloves of Missile Snaring | uncommon | 2 | DDHC-TYP Hidden Shrine of Tamoachan | DDHC-TYP Hidden Shrine of Tamoachan | Show | ||
Notes:
Gloves of Missile Snaring These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. |
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Bracelet of Rock Magic | very_rare | 2 | DDHC-TYP Hidden Shrine of Tamoachan | DDHC-TYP Hidden Shrine of Tamoachan | Show | ||
Notes:
Bracelet of Rock Magic While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. |