Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ (UC) Battleaxe +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (UC) Shield +1
uncommon
DDHC-KftGV-10 - Heart of Ashes
Show
Ring of Mind Shielding
uncommon
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
☐ (R/AT) The Red Death (Guardian Boots of Speed)
rare
WBW-DC-VMT-02 Court of the Owl King
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide.
These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves.
Guardian Property: When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:
Flavour Text:
• “No one can outrun pain.”
• “A dark path to run…”
• I was the fastest fey alive…”
• “It’s impossible to be everywhere at once.”
• “You can’t turn back the clock.”
☐ (R/AT) Ring of Spell Storing
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Requires Attunement
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.
Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
🗹 (R) Eagle Whistle
rare
DDHC-TYP Hidden Shrine of Tamoachan
Assign Service Reward
Show
Notes:
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
☐ (R/AT) Gem of Seeing
rare
SJ-DC HIPS Hiding in Plain Sight
SJ-DC HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
☐ (R) Folding Boat
rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
☐ (R/AT) Bracers of Defense
rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Psionic Belt (Belt of Hill Giant Strength)
rare
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.
This strange belt seems to be made from some biological matter, it fuses with the wearer and grants it psionic strength. Even if the wearer has "no muscles", with this belt he could lift and carry huge boulders.
Minor Property: Wicked, the belt makes you hungry. And suddenly you feel like brains aren't that gross anymore!
☐ (R/AT) Wand of Fireballs
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This black wand has red veins that resemble little antlers. It is warm to the touch, as if the embers of hell burn under its surface.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand 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.
☐ (R/AT) Moon Sickle +2
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger)
A glowing platinum arabesque graces both sides of this sickle’s blade. The polished ivory hilt is carved in the likeness of a beautiful dryad.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
☐ (R/AT) Cloak of Displacement
rare
CCC-SFBAY-02-01 Old Enemies Arise
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
Tentacle Rod
rare
CCC-GHC-BK1-03 - The Darkest Knight
Show
Notes:
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.
Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.
On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
(consumeable) Psionic Passkey (Chime of Opening)
rare
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
☐ (R) Dimensional Shackles
rare
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
☐ (R/AT) Rod of the Pact Keeper +2
rare
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
☐ (R/AT) Armor of Vulnerability (Slashing)
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
☐ (R) Silver Horn of Valhalla
rare
DDHC-KftGV-11 - Affair on the Concordant Express
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
🗹 (R) Vicious Halberd
rare
DDHC-KftGV-11 - Affair on the Concordant Express
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ (UC) Battleaxe +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | Show | |||
☐ (UC) Shield +1 | uncommon | DDHC-KftGV-10 - Heart of Ashes | Show | |||
Ring of Mind Shielding | uncommon | DDHC-JRC-06 Sins of Our Elders | Show | |||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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☐ (R/AT) The Red Death (Guardian Boots of Speed) | rare | WBW-DC-VMT-02 Court of the Owl King | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. Guardian Property: When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated: Flavour Text: |
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☐ (R/AT) Ring of Spell Storing | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Requires Attunement This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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🗹 (R) Eagle Whistle | rare | DDHC-TYP Hidden Shrine of Tamoachan | Assign Service Reward | Show | ||
Notes:
Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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☐ (R/AT) Gem of Seeing | rare | SJ-DC HIPS Hiding in Plain Sight | SJ-DC HIPS Hiding in Plain Sight | Show | ||
Notes:
Wondrous Item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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☐ (R) Folding Boat | rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Wondrous Item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
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☐ (R/AT) Bracers of Defense | rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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Psionic Belt (Belt of Hill Giant Strength) | rare | FR-DC-MIND Mindflayed Adventures | Show | |||
Notes:
Wondrous Item, Rare (Requires Attunement) While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. This strange belt seems to be made from some biological matter, it fuses with the wearer and grants it psionic strength. Even if the wearer has "no muscles", with this belt he could lift and carry huge boulders. Minor Property: Wicked, the belt makes you hungry. And suddenly you feel like brains aren't that gross anymore! |
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☐ (R/AT) Wand of Fireballs | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) This black wand has red veins that resemble little antlers. It is warm to the touch, as if the embers of hell burn under its surface. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand 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. |
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☐ (R/AT) Moon Sickle +2 | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | |||
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger) A glowing platinum arabesque graces both sides of this sickle’s blade. The polished ivory hilt is carved in the likeness of a beautiful dryad. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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☐ (R/AT) Cloak of Displacement | rare | CCC-SFBAY-02-01 Old Enemies Arise | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement) While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. |
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Tentacle Rod | rare | CCC-GHC-BK1-03 - The Darkest Knight | Show | |||
Notes:
Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
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(consumeable) Psionic Passkey (Chime of Opening) | rare | FR-DC-MIND Mindflayed Adventures | Show | |||
Notes:
Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. |
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☐ (R) Dimensional Shackles | rare | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
Notes:
Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. |
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☐ (R/AT) Rod of the Pact Keeper +2 | rare | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
Notes:
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
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☐ (R/AT) Armor of Vulnerability (Slashing) | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
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☐ (R) Silver Horn of Valhalla | rare | DDHC-KftGV-11 - Affair on the Concordant Express | Show | |||
Notes:
Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. |
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🗹 (R) Vicious Halberd | rare | DDHC-KftGV-11 - Affair on the Concordant Express | 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. |