Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Gloves of Missile Snaring
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Radiance
uncommon
DDHC-CM The Price of Beauty
DDHC-CM The Price of Beauty Part 1
Show
Notes:
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Driftglobe
uncommon
DDHC-CM The Joy of Extradimensional Spaces
DDHC-CM The Joy of Extradimensional Spaces
Show
Notes:
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Chain Book (Flail +1)
uncommon
DDHC-CM The Joy of Extradimensional Spaces
DDHC-CM The Joy of Extradimensional Spaces
Show
Notes:
Chain Book (Flail +1)
weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.
Helm of Comprehending Languages
uncommon
DDHC-CM Mathfroth's Mighty Digressions
DDHC-CM Mathfroth's Mighty Digressions
Show
Notes:
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Ring of Shooting Stars
very_rare
DDHC-CM Lore of Lurue
DDHC-CM-09 Lore of Lurue
Show
Notes:
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Ring of Swimming
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
Show
Notes:
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Ring of Telekinesis
very_rare
DDHC-CM-10 Kandlekeep Dekonstruction
DDHC-CM-10 Kandlekeep Dekonstruction
Show
Notes:
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Robe of Scintillating Colors
very_rare
DDHC-CM-08 Sarah of Yellowcrest Manor
DDHC-CM-08 Sarah of Yellowcrest Manor
Show
Notes:
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Sending Stones
uncommon
DDHC0-DoIP-5 - Dwarven Excavation
Trade Log
Show
Notes:
Sending Stones
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Headband of Intellect
uncommon
DDAL05-16 Parnast Under Siege
Trade Log
Show
Notes:
Headband of Intellect
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Gloves of Missile Snaring | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Gloves of Missile Snaring These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. |
||||||
Radiance | uncommon | DDHC-CM The Price of Beauty | DDHC-CM The Price of Beauty Part 1 | Show | ||
Notes:
Radiance Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
||||||
Driftglobe | uncommon | DDHC-CM The Joy of Extradimensional Spaces | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
Notes:
Driftglobe This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
||||||
Chain Book (Flail +1) | uncommon | DDHC-CM The Joy of Extradimensional Spaces | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
Notes:
Chain Book (Flail +1) |
||||||
Helm of Comprehending Languages | uncommon | DDHC-CM Mathfroth's Mighty Digressions | DDHC-CM Mathfroth's Mighty Digressions | Show | ||
Notes:
Helm of Comprehending Languages While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. |
||||||
Ring of Shooting Stars | very_rare | DDHC-CM Lore of Lurue | DDHC-CM-09 Lore of Lurue | Show | ||
Notes:
Ring of Shooting Stars While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
||||||
Ring of Swimming | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
Notes:
Ring of Swimming You have a swimming speed of 40 feet while wearing this ring. |
||||||
Ring of Telekinesis | very_rare | DDHC-CM-10 Kandlekeep Dekonstruction | DDHC-CM-10 Kandlekeep Dekonstruction | Show | ||
Notes:
Ring of Telekinesis While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
||||||
Robe of Scintillating Colors | very_rare | DDHC-CM-08 Sarah of Yellowcrest Manor | DDHC-CM-08 Sarah of Yellowcrest Manor | Show | ||
Notes:
Robe of Scintillating Colors This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. |
||||||
Sending Stones | uncommon | DDHC0-DoIP-5 - Dwarven Excavation | Trade Log | Show | ||
Notes:
Sending Stones Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
||||||
Headband of Intellect | uncommon | DDAL05-16 Parnast Under Siege | Trade Log | Show | ||
Notes:
Headband of Intellect Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. |