Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Bahamut’s Blessing (Blessing of Magic Resistance)
unique
FR-DC-BG The Flying Flame
Show
Notes:
You have advantage on saving throws against spells and other magical effects.
☐ (UC) Greatsword +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
☐ (R/AT) wand of fear
common
DDHC-RoT Rise of Tiamat
Show
Notes:
Wand, rare (requires attunement)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
☐ (UC) Dagger +1
common
DDHC-RoT Rise of Tiamat
Show
☐ (UC) Dagger +1
common
DDHC-RoT Rise of Tiamat
Show
☐ (UC) Dagger +1
common
DDHC-RoT Rise of Tiamat
Show
☐ (UC) Elemental gem (clear sapphire/air elemental)
common
DDHC-RoT Rise of Tiamat
Show
Notes:
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
Blue Sapphire Air elemental
☐ (UC) Driftglobe
common
DDHC-RoT Rise of Tiamat
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
☐ (UC/AT) Boomerang Shield
uncommon
Trade Log
Show
Notes:
Shield (shield), uncommon (requires attunement)
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you're proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.
🗹 (R) Vicious Halberd
rare
Trade Log
Show
Notes:
Weapon (Halberd), rare
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.
Githyanki Earring (Ear Horn of Hearing)
common
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Common
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.
Sentinel. This item glows faintly when aberrations are within 120 feet of it.
This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.
Balagos’ Belt (+3 Dragonhide Belt)
common
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Harmonious. Attuning to this item takes only 1 minute.
☐ (UC) Longbow +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
☐ (L/AT) Hazirawn (Story Item)
unique
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (greatsword), legendary, requires attunement
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.
Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.
Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
☐ (R) Dragontooth Dagger
rare
DDHC-RoT Rise of Tiamat
Show
Notes:
Weapon, rare
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
☐ (R/AT) Ring of Cold Resistance
rare
DDHC-RoT Rise of Tiamat
Show
🗹 (R/AT) Belt of Hill Giant Strength
common
DDHC-RoT Rise of Tiamat
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Hill Giant: 21
☐ (UC) Googles of the Night
common
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Ring of Protection
common
DDHC-TYP - White Plume Mountain
Show
🏲 Blessing of Protection
common
DDHC-TYP - White Plume Mountain
Show
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Bahamut’s Blessing (Blessing of Magic Resistance) | unique | FR-DC-BG The Flying Flame | Show | |||
|
Notes:
You have advantage on saving throws against spells and other magical effects. |
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| ☐ (UC) Greatsword +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
| ☐ (R/AT) wand of fear | common | DDHC-RoT Rise of Tiamat | Show | |||
|
Notes:
Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. |
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| ☐ (UC) Dagger +1 | common | DDHC-RoT Rise of Tiamat | Show | |||
| ☐ (UC) Dagger +1 | common | DDHC-RoT Rise of Tiamat | Show | |||
| ☐ (UC) Dagger +1 | common | DDHC-RoT Rise of Tiamat | Show | |||
| ☐ (UC) Elemental gem (clear sapphire/air elemental) | common | DDHC-RoT Rise of Tiamat | Show | |||
|
Notes:
Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. Blue Sapphire Air elemental |
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| ☐ (UC) Driftglobe | common | DDHC-RoT Rise of Tiamat | Show | |||
|
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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| ☐ (UC/AT) Boomerang Shield | uncommon | Trade Log | Show | |||
|
Notes:
Shield (shield), uncommon (requires attunement) You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you're proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. |
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| 🗹 (R) Vicious Halberd | rare | Trade Log | Show | |||
|
Notes:
Weapon (Halberd), rare 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. |
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| Githyanki Earring (Ear Horn of Hearing) | common | FR-DC-BG The Flying Flame | Show | |||
|
Notes:
Wondrous Item, Common While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137. Sentinel. This item glows faintly when aberrations are within 120 feet of it. This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect. |
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| Balagos’ Belt (+3 Dragonhide Belt) | common | FR-DC-BG The Flying Flame | Show | |||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. Harmonious. Attuning to this item takes only 1 minute. |
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| ☐ (UC) Longbow +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
| ☐ (L/AT) Hazirawn (Story Item) | unique | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
|
Notes:
Weapon (greatsword), legendary, requires attunement A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. |
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| ☐ (R) Dragontooth Dagger | rare | DDHC-RoT Rise of Tiamat | Show | |||
|
Notes:
Weapon, rare A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. |
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| ☐ (R/AT) Ring of Cold Resistance | rare | DDHC-RoT Rise of Tiamat | Show | |||
| 🗹 (R/AT) Belt of Hill Giant Strength | common | DDHC-RoT Rise of Tiamat | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Hill Giant: 21 |
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| ☐ (UC) Googles of the Night | common | DDHC-TYP - White Plume Mountain | Show | |||
| ☐ (R/AT) Ring of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
| 🏲 Blessing of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||