Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ (UC/AT) Greatsword of Vengeance
common
DDHC-TYP - Tomb of Horrors
Show
Notes:
Weapon (Greatsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword 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 sword, 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 sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage 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 sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
☐ (UC/AT) Pearl of Power
uncommon
CCC-THENT01-01 Beneath The Surface
CCC-THENT01-01 Beneath The Surface
Show
Notes:
Wondrous item, uncommon (requires Attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak this pearl’s Command word and regain one expended spell slot. If the expended slot was 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can’t be used again until the next dawn.
☐ (UC/AT) Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Valins Diadem (Hat of Disguise)
common
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
☐ (UC) Decanter of Endless Water
uncommon
CCC-ARCON01-03 Pharmacist Wanted
CCC-ARCON01-03 Pharmacist Wanted
Show
Notes:
Wondrous Item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn.
Choose from the following options:
"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
This item is found in Magic Item Table C in the Dungeon Master’s Guide.
Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike.
☐ (UC) Eyes of Minute Seeing
uncommon
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
☐ (UC) Googles of the Night
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (UC) Lantern of Revealing
uncommon
CCC-CONMAR 01-01 Helping Hands
CCC-CONMAR 01-01 Helping Hands
Show
Notes:
Wondrous item, uncommon
While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.
☐ (UC) Periapt of Health
uncommon
Season 11 Service Rewards
Assign Service Reward
Show
Notes:
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant.
☐ (UC) Sentinel Shield
uncommon
Trade Log
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
☐ (VR/AT) Animated Shield
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Shield (shield), very rare (requires attunement)
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
🗹 (VR/AT) Belt of Fire Giant Strength
very_rare
Baldur's Gate: Descent Into Avernus - Chapter 3: Avernus
Assign Service Reward
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
☐ (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)
☐ (VR/AT) Dread Cutlass (Scimitar of Speed)
very_rare
SJ-DC-DWR-03 Red Flag of Dread
SJ-DC-DWR-03 Red Flag of Dread
Show
Notes:
DREAD CUTLASS (SCIMITAR OF SPEED)
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
☐ (VR/AT) Energy Longbow
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Longbow, very rare (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
☐ (VR/AT) Ghost Step Tattoo (Harmonious Property)
very_rare
Trade Log
Show
☐ (VR/AT) Lor’Shon va’Na’eel (Rod of Absorption)
very_rare
DDAL00-02E Forgotten Foes
DDAL00-02E Forgotten Foes
Show
Notes:
Wondrous Item, very rare (requires attunement by a wizard)
The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. This item can be found in the Dungeon Master’s Guide.
☐ (VR/AT) Ring of Regeneration
common
SJ-DC-RTR-11 Little Helpers for the Big One
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt.
☐ (VR/AT) Ring of Shooting Stars
very_rare
Trade Log
Show
☐ (VR/AT) Staff of Fate
common
DDHC-CM The Canopic Being
Show
Notes:
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
a six-foot-long staff made of transparent crystal
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ (UC/AT) Greatsword of Vengeance | common | DDHC-TYP - Tomb of Horrors | Show | |||
Notes:
Weapon (Greatsword), uncommon (requires attunement) Curse. This sword 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 sword, 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 sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage 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 sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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☐ (UC/AT) Pearl of Power | uncommon | CCC-THENT01-01 Beneath The Surface | CCC-THENT01-01 Beneath The Surface | Show | ||
Notes:
Wondrous item, uncommon (requires Attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s Command word and regain one expended spell slot. If the expended slot was 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can’t be used again until the next dawn. |
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☐ (UC/AT) Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Valins Diadem (Hat of Disguise) | common | DDHC-CM The Canopic Being | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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☐ (UC) Decanter of Endless Water | uncommon | CCC-ARCON01-03 Pharmacist Wanted | CCC-ARCON01-03 Pharmacist Wanted | Show | ||
Notes:
Wondrous Item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike. |
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☐ (UC) Eyes of Minute Seeing | uncommon | DDHC-CM The Canopic Being | Show | |||
Notes:
Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
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☐ (UC) Googles of the Night | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC) Lantern of Revealing | uncommon | CCC-CONMAR 01-01 Helping Hands | CCC-CONMAR 01-01 Helping Hands | Show | ||
Notes:
Wondrous item, uncommon While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. |
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☐ (UC) Periapt of Health | uncommon | Season 11 Service Rewards | Assign Service Reward | Show | ||
Notes:
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant. |
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☐ (UC) Sentinel Shield | uncommon | Trade Log | Show | |||
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
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☐ (VR/AT) Animated Shield | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Shield (shield), very rare (requires attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free. |
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🗹 (VR/AT) Belt of Fire Giant Strength | very_rare | Baldur's Gate: Descent Into Avernus - Chapter 3: Avernus | Assign Service Reward | Show | ||
Notes:
Wondrous Item, very rare (requires attunement) While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. |
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☐ (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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☐ (VR/AT) Dread Cutlass (Scimitar of Speed) | very_rare | SJ-DC-DWR-03 Red Flag of Dread | SJ-DC-DWR-03 Red Flag of Dread | Show | ||
Notes:
DREAD CUTLASS (SCIMITAR OF SPEED) Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. |
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☐ (VR/AT) Energy Longbow | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Longbow, very rare (requires attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. |
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☐ (VR/AT) Ghost Step Tattoo (Harmonious Property) | very_rare | Trade Log | Show | |||
☐ (VR/AT) Lor’Shon va’Na’eel (Rod of Absorption) | very_rare | DDAL00-02E Forgotten Foes | DDAL00-02E Forgotten Foes | Show | ||
Notes:
Wondrous Item, very rare (requires attunement by a wizard) The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. This item can be found in the Dungeon Master’s Guide. |
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☐ (VR/AT) Ring of Regeneration | common | SJ-DC-RTR-11 Little Helpers for the Big One | Show | |||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Minor Property: Strange Material Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt. |
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☐ (VR/AT) Ring of Shooting Stars | very_rare | Trade Log | Show | |||
☐ (VR/AT) Staff of Fate | common | DDHC-CM The Canopic Being | Show | |||
Notes:
Staff, very rare (requires attunement) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. a six-foot-long staff made of transparent crystal |