Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ (R/AT) Ring of Fire Fire Resistance
rare
DDAL08-08 - Crypt of the Dark Kiss
DDAL08-08 - Crypt of the Dark Kiss
Show
Notes:
Ring, rare (requires attunement)
You have resistance to fire damage type while wearing this ring. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
This simple ring of twisted brass wire is warm to the touch.
☐ (R/AT) Wand of Lightning Bolts
rare
DDAL08-09 - Fangs and Frogs
DDAL08-09 - Fangs and Frogs
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt 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. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.
☐ (R/AT) Bracers of Defense
rare
DDAL00-02C Spawn of the Maimed Virulence
DDAL00-02C Spawn of the Maimed Virulence
Show
Notes:
Wondrous item, rare (requires attunement)
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
☐ (R/AT) Velahr'Kerym (Flame Tongue Longsword)
rare
DDAL00-02D Echoes of the Weeping War
DDAL00-02D Echoes of the Weeping War
Show
Notes:
Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
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) Amulet of Health
rare
DDAL08-10 The Skull Square Murders
DDAL08-10 The Skull Square Murders
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.
An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
☐ (R/AT) Bracers of Defense
rare
BMG-DRW-OD-01 Something in the Way
BMG-DRW-OD-01 Something in the Way
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.
The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.
☐ (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.
☐ (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.
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.
☐ (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) 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.
☐ (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) Necklace of Fireballs (8 Charges)
rare
DDHC-KftGV-10 - Heart of Ashes
Show
Notes:
Wondrous item, rare
This necklace has 1d6 + 3 (8) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
☐ (R) Dragon Scale Mail (Red)
rare
DDHC-KftGV-10 - Heart of Ashes
Show
☐ (R/AT) Longbow of Conflagration
rare
FR-DC-RAY-07 Green Lady's Lament
Show
Notes:
Weapon (Longbow) , rare (requires attunement)
Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.
Minor Property
Harmonious. Attuning to this item takes only 1 minute.
"I will banish the darkness that hangs heavy in your shadows. I will bring clarity and warmth to the disillusioned and cold. Follow my light, and we will walk in the light as one."
When you put an arrow on the string of this bow and you feel lost and desperate, it whispers words of encouragement to you.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ (R/AT) Ring of Fire Fire Resistance | rare | DDAL08-08 - Crypt of the Dark Kiss | DDAL08-08 - Crypt of the Dark Kiss | Show | ||
|
Notes:
Ring, rare (requires attunement) You have resistance to fire damage type while wearing this ring. This item is found on Magic Item Table G in the Dungeon Master’s Guide. This simple ring of twisted brass wire is warm to the touch. |
||||||
| ☐ (R/AT) Wand of Lightning Bolts | rare | DDAL08-09 - Fangs and Frogs | DDAL08-09 - Fangs and Frogs | Show | ||
|
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt 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. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide. This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used. |
||||||
| ☐ (R/AT) Bracers of Defense | rare | DDAL00-02C Spawn of the Maimed Virulence | DDAL00-02C Spawn of the Maimed Virulence | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
||||||
| ☐ (R/AT) Velahr'Kerym (Flame Tongue Longsword) | rare | DDAL00-02D Echoes of the Weeping War | DDAL00-02D Echoes of the Weeping War | Show | ||
|
Notes:
Weapon, rare (requires attunement) This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. 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) Amulet of Health | rare | DDAL08-10 The Skull Square Murders | DDAL08-10 The Skull Square Murders | 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. An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet. |
||||||
| ☐ (R/AT) Bracers of Defense | rare | BMG-DRW-OD-01 Something in the Way | BMG-DRW-OD-01 Something in the Way | 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. The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire. |
||||||
| ☐ (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. |
||||||
| ☐ (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. |
||||||
| 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. |
||||||
| ☐ (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) 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. |
||||||
| ☐ (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) Necklace of Fireballs (8 Charges) | rare | DDHC-KftGV-10 - Heart of Ashes | Show | |||
|
Notes:
Wondrous item, rare This necklace has 1d6 + 3 (8) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
||||||
| ☐ (R) Dragon Scale Mail (Red) | rare | DDHC-KftGV-10 - Heart of Ashes | Show | |||
| ☐ (R/AT) Longbow of Conflagration | rare | FR-DC-RAY-07 Green Lady's Lament | Show | |||
|
Notes:
Weapon (Longbow) , rare (requires attunement) Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. Minor Property |
||||||