Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ (VR/AT) Candle of Invocation (Ysgard) (240/240 min)
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, very rare (requires attunement)
This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. (Ysgard)
☐ (R/AT) Staff of Withering
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
☐ (R) Longbow +2
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Weapon, rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
☐ (R/AT) Ring of Protection
rare
Trade Log
Show
Ioun Stone (Insight)
very_rare
DDEP3 Blood Above, Blood Below
Show
Notes:
Wondrous Item, very rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.
The type of stone determines its rarity and effects.
Insight (Very Rare). Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
This incandescent blue sphere glows with an unearthly white light as it orbits your head, casting odd shadows all around you. To those nearby, these shadows sometimes seem to take on nefarious shapes or perform undesirable things.
Belt of Giant Strength (Fire)
very_rare
DDEP3 Blood Above, Blood Below
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.
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 (Belt of Fire Giant Strength, 25).
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow.
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)
very_rare
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.
🏲 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.
Volo's Spare Hat (Hat of Many Spells)
very_rare
PS-DC-LIL-01 Lost in Limbo
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. (not included here)
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
Pipe of Rememberance (Guardian)
common
SJ-DC-NOS-05 The Lich Queen's Forgotten
Show
Notes:
Wondrous item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
When lit, these pipes depict the moment when the characters convinced Aneerya not to kill the Tutor as their final memory each time, followed by the image of her and her adopted child waving at them.
Minor Property: Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Watchful Helm
very_rare
SJ-DC-NOS-05 The Lich Queen's Forgotten
Show
Notes:
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
This helm takes the form of a circlet crafted in the githyanki design, and thrums like a gong when attuned to, or when See Invisibility is cast.
Minor Property: Harmonious: This item can be attuned to in one minute.
☐ (R) Chain Mail +1
rare
Trade Log
Show
Staff of Power
very_rare
DDEP4 - Reclamation of Phlan
Show
Notes:
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.
This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral claw. The claw clutches a green dragon scale the size of a small plate engraved with the elven word for “Oblivion”. The rune glows with a pale, green light and emits wisps of choking, caustic mist. Whoever is attuned the staff is able to speak, read, and write Draconic.
Skyfist (Dwarven Thrower)
very_rare
DDEP4 - Reclamation of Phlan
Show
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon.
☐ (UC) Googles of the Night
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Ring of Protection
rare
DDHC-TYP - White Plume Mountain
Show
🏲 Blessing of Protection
unique
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Armor of Vulnerability (Slashing)
rare
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
Show
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ (VR/AT) Candle of Invocation (Ysgard) (240/240 min) | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, very rare (requires attunement) This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. (Ysgard) |
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☐ (R/AT) Staff of Withering | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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☐ (R) Longbow +2 | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Weapon, rare You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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☐ (R/AT) Ring of Protection | rare | Trade Log | Show | |||
Ioun Stone (Insight) | very_rare | DDEP3 Blood Above, Blood Below | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Insight (Very Rare). Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. This incandescent blue sphere glows with an unearthly white light as it orbits your head, casting odd shadows all around you. To those nearby, these shadows sometimes seem to take on nefarious shapes or perform undesirable things. |
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Belt of Giant Strength (Fire) | very_rare | DDEP3 Blood Above, Blood Below | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. 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 (Belt of Fire Giant Strength, 25). This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow. |
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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) | very_rare | 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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🏲 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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Volo's Spare Hat (Hat of Many Spells) | very_rare | PS-DC-LIL-01 Lost in Limbo | Show | |||
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Wizard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. (not included here) Any spell you cast from the hat uses your spell save DC and spell attack bonus. |
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Pipe of Rememberance (Guardian) | common | SJ-DC-NOS-05 The Lich Queen's Forgotten | Show | |||
Notes:
Wondrous item, common This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn. |
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Watchful Helm | very_rare | SJ-DC-NOS-05 The Lich Queen's Forgotten | Show | |||
Notes:
Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. This helm takes the form of a circlet crafted in the githyanki design, and thrums like a gong when attuned to, or when See Invisibility is cast. |
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☐ (R) Chain Mail +1 | rare | Trade Log | Show | |||
Staff of Power | very_rare | DDEP4 - Reclamation of Phlan | Show | |||
Notes:
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage. This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral claw. The claw clutches a green dragon scale the size of a small plate engraved with the elven word for “Oblivion”. The rune glows with a pale, green light and emits wisps of choking, caustic mist. Whoever is attuned the staff is able to speak, read, and write Draconic. |
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Skyfist (Dwarven Thrower) | very_rare | DDEP4 - Reclamation of Phlan | Show | |||
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon. |
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☐ (UC) Googles of the Night | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Ring of Protection | rare | DDHC-TYP - White Plume Mountain | Show | |||
🏲 Blessing of Protection | unique | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Armor of Vulnerability (Slashing) | rare | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Show |