Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
(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.
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!
Weapon of Warning
rare
DDHC-JRC-06 Sins of Our Elders
Show
(R/AT) Cloak of Displacement
rare
DDAL05-05 A Dish best served cold
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically 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 your Speed is 0.
This cloak is made of the pelt of a smooth, black furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
Staff of Healing
rare
DDEP4 - Reclamation of Phlan
Show
Notes:
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds
1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration
2
Mass Cure Wounds
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds.
Nettle (Hand Crossbow +2)
rare
DDEP4 - Reclamation of Phlan
Show
Notes:
Weapon (Hand Crossbow), Rare
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling.
Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently.
☐ (R) +1 Chain Mail
rare
Trade Log
Show
Zion Strika (Boots of Speed)
rare
WBW-DC-ZION-02 Alexanders Hand
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.
The boots are white in color and trimmed with gold.
While the effects of these boots are active, a bluish magical
illusion of a young human man wielding a glaive appears,
chasing you whenever you move, or distracting any
creature attempting to make an opportunity attack against
you.
(R/AT) Cloak of Displacement
rare
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically 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 your Speed is 0.
(R/AT) Amulet of Health
rare
CCC-SFBay-02-02 Rise of the Oger King
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Dieses Amulett besteht aus einem Blutstein, der von Trollzähnen flankiert wird. Die Kordel, die es hält, ist aus Trollhaut gefertigt. Charaktere, die dieses Amulett tragen, fühlen sich oft unbesiegbar, wenn sie in den Nahkampf ziehen, doch sie entwickeln eine Abneigung gegen Feuer. Fast so, als ob sie glauben, sie seien empfindlich gegenüber Feuer.
Ziona Mantle (Mantle of Spell Resistance)
rare
WBW-DC-ZION-03 Noctis' Sacrifice
Show
Notes:
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while
you wear this cloak. This item is found in the Dungeon
Master’s Guide.
This mantle cloak is white in color, lined with gold.
Whenever you succeed on a saving throw against a spell
while attuned to this item, a magical illusion of a young man
in long hooded robes appear, chanting as it protects you
from the spell.
☐ (R/AT) Hellrider Badge
rare
DDEP09-02 Hellfire Requiem
Show
Notes:
Wondrous Item, Rare (requires attunement by someone designated by Duke Ulder Ravengard)
A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders.
While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.
If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended.
As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself.
Special
If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol of Torm if needed.
Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem.
🗹 (R/AT) Stirring Scaled Ornament
rare
DDHC-KftGV Vidorant's Vault
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.
You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.
☐ (R) Chain Mail +1
rare
Trade Log
Show
☐ (R/AT) Ring of Protection
rare
Trade Log
Show
☐ (R/AT) Belt of Hill Giant Strength
rare
CCC-SFBay 02-03 The Risen Minotaur Lord
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.
☐ (R/AT) Rogue's Mantle (temperate)
rare
BMG-DRW-KS01 The Thief of Thay
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
Worn and frayed at the ends, this dirty grey cloak keeps its wearer warm even in cold weather. It has a faint smell of basil and sage.
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision's range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
🗹 (R/AT) Necklace of Prayer Beads (2, 3, 7, 10, 13, 20)
rare
DDHC-Tales of The Yawning Portal - 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.
2x Blessing - Bless
2x Curing - Cure Wounds (2nd Level) or Lesser Restoration
1x Favor - Greater Restoration
1x Wind walking - Wind Walk
☐ (R/AT) Belt of Hill Giant Strength
rare
CCC-SFBAY-02-03 The Risen Minotaur Lord
Trade Log
Show
Notes:
(Wondrous Item, 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.
☐ (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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| (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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| 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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| Weapon of Warning | rare | DDHC-JRC-06 Sins of Our Elders | Show | |||
| (R/AT) Cloak of Displacement | rare | DDAL05-05 A Dish best served cold | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) While you wear this cloak, it magically 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 your Speed is 0. This cloak is made of the pelt of a smooth, black furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
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| Staff of Healing | rare | DDEP4 - Reclamation of Phlan | Show | |||
|
Notes:
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds. |
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| Nettle (Hand Crossbow +2) | rare | DDEP4 - Reclamation of Phlan | Show | |||
|
Notes:
Weapon (Hand Crossbow), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling. Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently. |
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| ☐ (R) +1 Chain Mail | rare | Trade Log | Show | |||
| Zion Strika (Boots of Speed) | rare | WBW-DC-ZION-02 Alexanders Hand | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) While you wear these boots, you can use a bonus action and When the boots' property has been used for a total of 10 While the effects of these boots are active, a bluish magical |
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| (R/AT) Cloak of Displacement | rare | CCC-SFBay-02-01 Old Enemies Arise | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) While you wear this cloak, it magically 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 your Speed is 0. |
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| (R/AT) Amulet of Health | rare | CCC-SFBay-02-02 Rise of the Oger King | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
|
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| Ziona Mantle (Mantle of Spell Resistance) | rare | WBW-DC-ZION-03 Noctis' Sacrifice | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) You have advantage on saving throws against spells while This mantle cloak is white in color, lined with gold. |
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| ☐ (R/AT) Hellrider Badge | rare | DDEP09-02 Hellfire Requiem | Show | |||
|
Notes:
Wondrous Item, Rare (requires attunement by someone designated by Duke Ulder Ravengard) A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders. While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended. As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself. Special Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem. |
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| 🗹 (R/AT) Stirring Scaled Ornament | rare | DDHC-KftGV Vidorant's Vault | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes. You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. |
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| ☐ (R) Chain Mail +1 | rare | Trade Log | Show | |||
| ☐ (R/AT) Ring of Protection | rare | Trade Log | Show | |||
| ☐ (R/AT) Belt of Hill Giant Strength | rare | CCC-SFBay 02-03 The Risen Minotaur Lord | 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. |
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| ☐ (R/AT) Rogue's Mantle (temperate) | rare | BMG-DRW-KS01 The Thief of Thay | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) Worn and frayed at the ends, this dirty grey cloak keeps its wearer warm even in cold weather. It has a faint smell of basil and sage. This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits: Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision's range by 60 feet instead. Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
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| 🗹 (R/AT) Necklace of Prayer Beads (2, 3, 7, 10, 13, 20) | rare | DDHC-Tales of The Yawning Portal - 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. 2x Blessing - Bless |
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| ☐ (R/AT) Belt of Hill Giant Strength | rare | CCC-SFBAY-02-03 The Risen Minotaur Lord | Trade Log | Show | ||
|
Notes:
(Wondrous Item, 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. |
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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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