Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Blessing of Understanding
unique
DDHC-KftGV-13 - Fire & Drakness
Show
Notes:
Your Wisdom score increases by 2, up to a maximum of 22.
Brazier of Commanding Fire Elementals
rare
DDHC-KftGV-13 - Fire & Drakness
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
☐ (C/AT) Amarantha’s Heart (Dark Shard Amulet)
common
CCC-TAROT- 01-07 The Seat of the Ruler
Trade Log
Show
Notes:
Wondrous Item, common (requires attunement by a warlock)
While you are wearing it, you gain the following benefits:
• You can use the amulet as a spellcasting focus for your warlock spells
• You can try to cast a cantrip you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain.
This item can be found in the Xanathar’s Guide to Everything.
🗹 (C) Cloak of Many Fashions
common
SJ-DC-AMAK-01: You better watch out
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Wondrous Item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
🗹 (C) Horn of Silent Alarm
common
SJ-DC-AMAK-02: Enemy within
SJ-DC-AMAK-02: Enemy within
Show
Notes:
Wondrous Item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
🗹 (C) Tankard of Sobriety
common
SJ-DC-AMAK-03: The Feast of the Devoured
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
Wondrous Item, common
This tankard has a stern face sculpted into one side. 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.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV-13 - Fire & Drakness
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
☐ (R/AT) Armor of Vulnerability (Slashing)
rare
DDHC-TYP - White Plume Mountain
Show
🗹 (R/AT) necklace of prayer beads (3, 10, 12, 15, 15, 20)
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous item, rare (requires Attunement by a Cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure Wounds (2nd level) or Lesser Restoration
13-16 Favor Greater Restoration
17-18 Smiting Branding Smite
19 Summons Planar Ally
20 Wind walking Wind Walk
☐ (R/AT) Ring of Protection
rare
DDHC-TYP - White Plume Mountain
Show
🗹 (R/AT) Ring of Spell Storing
rare
DDHC-TYP - White Plume Mountain
Show
🗹 (R/AT) Wand of viscid globs
rare
DDHC-OotA Out of the Abyss
Assign Service
Show
Notes:
Wand, rare (requires attunement)
Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away. Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed. A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
☐ (R) Chain Mail +1
rare
DDHC-TYP - White Plume Mountain
Show
🗹 (R) Figurine of Wondrous Power (Ebony Fly)
rare
SJ-DC-AMAK-01: You better watch out
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Wondrous Item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
☐ (R) Muttering Morning (Morningstar +2)
rare
SJ-DC-AMAK-03: The Feast of the Devoured
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
weapon, rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
Rope of Entanglement
rare
DDHC-KftGV-13 - Fire & Drakness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
🏲 (U) Blessing of Protection
unique
DDHC-TYP - White Plume Mountain
Show
🗹 (UC) Amulet of the Devout +1
uncommon
AL Players Guide
Creation
Show
Notes:
Wondrous item, uncommon (+1), requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
Show
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Blessing of Understanding | unique | DDHC-KftGV-13 - Fire & Drakness | Show | |||
Notes:
Your Wisdom score increases by 2, up to a maximum of 22. |
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Brazier of Commanding Fire Elementals | rare | DDHC-KftGV-13 - Fire & Drakness | Show | |||
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. |
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☐ (C/AT) Amarantha’s Heart (Dark Shard Amulet) | common | CCC-TAROT- 01-07 The Seat of the Ruler | Trade Log | Show | ||
Notes:
Wondrous Item, common (requires attunement by a warlock) While you are wearing it, you gain the following benefits: • You can use the amulet as a spellcasting focus for your warlock spells • You can try to cast a cantrip you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain. This item can be found in the Xanathar’s Guide to Everything. |
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🗹 (C) Cloak of Many Fashions | common | SJ-DC-AMAK-01: You better watch out | SJ-DC-AMAK-01: You better watch out | Show | ||
Notes:
Wondrous Item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. |
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🗹 (C) Horn of Silent Alarm | common | SJ-DC-AMAK-02: Enemy within | SJ-DC-AMAK-02: Enemy within | Show | ||
Notes:
Wondrous Item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. |
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🗹 (C) Tankard of Sobriety | common | SJ-DC-AMAK-03: The Feast of the Devoured | SJ-DC-AMAK-03: The Feast of the Devoured | Show | ||
Notes:
Wondrous Item, common This tankard has a stern face sculpted into one side. 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. |
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Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV-13 - Fire & Drakness | Show | |||
Notes:
Wondrous item, rare (requires attunement by a bard) 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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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☐ (R/AT) Armor of Vulnerability (Slashing) | rare | DDHC-TYP - White Plume Mountain | Show | |||
🗹 (R/AT) necklace of prayer beads (3, 10, 12, 15, 15, 20) | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Wondrous item, rare (requires Attunement by a Cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell |
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☐ (R/AT) Ring of Protection | rare | DDHC-TYP - White Plume Mountain | Show | |||
🗹 (R/AT) Ring of Spell Storing | rare | DDHC-TYP - White Plume Mountain | Show | |||
🗹 (R/AT) Wand of viscid globs | rare | DDHC-OotA Out of the Abyss | Assign Service | Show | ||
Notes:
Wand, rare (requires attunement) |
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☐ (R) Chain Mail +1 | rare | DDHC-TYP - White Plume Mountain | Show | |||
🗹 (R) Figurine of Wondrous Power (Ebony Fly) | rare | SJ-DC-AMAK-01: You better watch out | SJ-DC-AMAK-01: You better watch out | Show | ||
Notes:
Wondrous Item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. |
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☐ (R) Muttering Morning (Morningstar +2) | rare | SJ-DC-AMAK-03: The Feast of the Devoured | SJ-DC-AMAK-03: The Feast of the Devoured | Show | ||
Notes:
weapon, rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. |
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Rope of Entanglement | rare | DDHC-KftGV-13 - Fire & Drakness | Show | |||
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
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🏲 (U) Blessing of Protection | unique | DDHC-TYP - White Plume Mountain | Show | |||
🗹 (UC) Amulet of the Devout +1 | uncommon | AL Players Guide | Creation | Show | ||
Notes:
Wondrous item, uncommon (+1), requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | Show |