Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ (R/AT) Ring of Spell Storing
rare
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Flame-Tongue Greatsword
rare
Storm King's Thunder - Chapter 8: Forge of the Fire Giants
Assign Service Reward
Show
Notes:
Weapon (Greatsword), rare (requires attunement)
You can use a bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus Action to speak the Command word again or until you drop or sheathe the sword.
☐ (R/AT) Robe of Eyes
rare
DDHC-CM The Scrivener's Tale
DDHC-CM The Scrivener's Tale
Show
Notes:
Wondrous item, rare (requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
☐ (R/AT) Ioun Stone of Awareness
rare
DDHC-CM The Scrivener's Tale
DDHC-CM The Scrivener's Tale
Show
Notes:
Wondrous item, rare (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.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
☐ (R) Quaal's Feather Token (Bird)
rare
DDHC-CM The Book of Inner Alchemy
DDHC-CM The Book of Inner Alchemy
Show
Notes:
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
☐ (R/AT) Amulet of Health
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
☐ (R/AT) Cli Lyre
rare
DDHC-CM-12 The Curious Tale of Wisteria Vale
Show
☐ (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.
☐ (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/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) 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) 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/AT) Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (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.
☐ (UC) Googles of the Night
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (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.
☐ (R/AT) Berserker Greataxe
common
DDHC-TYP - Tomb of Horrors
Show
Notes:
Weapon (Greataxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ (R/AT) Ring of Spell Storing | rare | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Flame-Tongue Greatsword | rare | Storm King's Thunder - Chapter 8: Forge of the Fire Giants | Assign Service Reward | Show | ||
Notes:
Weapon (Greatsword), rare (requires attunement) You can use a bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus Action to speak the Command word again or until you drop or sheathe the sword. |
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☐ (R/AT) Robe of Eyes | rare | DDHC-CM The Scrivener's Tale | DDHC-CM The Scrivener's Tale | Show | ||
Notes:
Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. |
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☐ (R/AT) Ioun Stone of Awareness | rare | DDHC-CM The Scrivener's Tale | DDHC-CM The Scrivener's Tale | Show | ||
Notes:
Wondrous item, rare (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. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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☐ (R) Quaal's Feather Token (Bird) | rare | DDHC-CM The Book of Inner Alchemy | DDHC-CM The Book of Inner Alchemy | Show | ||
Notes:
Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. |
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☐ (R/AT) Amulet of Health | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. |
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☐ (R/AT) Cli Lyre | rare | DDHC-CM-12 The Curious Tale of Wisteria Vale | Show | |||
☐ (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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☐ (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/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) 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) 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/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (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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☐ (UC) Googles of the Night | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (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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☐ (R/AT) Berserker Greataxe | common | DDHC-TYP - Tomb of Horrors | Show | |||
Notes:
Weapon (Greataxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. |