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.
Jade bead bracelets (Bracers of Defense)
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Jade bead bracelets (Bracers of Defense)
Wondrous rare, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Ring Of Fire Resistance
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Ring Of Fire Resistance
Ring, rare (requires attunement)
A carved jade ring, one in the form of a man holding the moon
You have resistance to fire damage while wearing this ring.
Ring of Animal Influence
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Ring of Animal Influence
Ring, rare
A carved jade ring, a panther ready to strike
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals
Ring of Protection
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Longsword +1
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Longsword +1
Melee weapon (martial, longsword), uncommon
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
You have a +1 bonus to attack and damage rolls made with this weapon.
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.
Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross)
common
WBW-DC-MOM-01 One Moment
Assignment 4. Season 50th Anniversary B
Show
Notes:
Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross)
Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.
Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.
Minor Property (Language - Netherese: Loross*)
The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.
*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.
Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.
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.
Rod of the Pact Keeper +2
rare
FR-DC-TiS Trapped in Sanity
Trade Log
Show
Notes:
Rod of the Pact Keeper +2
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 spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
Minor Property: Guardian +2 on Initiative
"Forgotten Pharaoh's Veil" (+2 Studded Leather Armor)
very_rare
Event Trading Post zum DDAL-DRW-EP-03 When the Lights went out in Candlekeep
Trade Log
Show
Notes:
+2 Studded Leather Armor
Light armor (studded leather armor), very rare
You have a +2 bonus to AC while wearing this armor.
This +2 Studded Leather Armor is woven from silk and bandages once used as the burial wrappings of an ancient pharaoh whose name has been lost to time. Its crimson shroud drifts around the wearer like living smoke, obscuring their silhouette. While wearing this armor, you can hear faint whispers from any dead creature within 30 feet — always just too quiet to discern their meaning.
Arrow-Catching Shield
rare
DDAL-DRW-EP-03 When the Lights went out in Candlekeep
DDAL-DRW-EP-03 When the Lights went out in Candlekeep
Show
Notes:
Arrow-Catching Shield
Shield (shield), rare (requires attunement)
"This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms."
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.
Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Bracers of Archery
uncommon
DDAL-DRW-EP-03 When the Lights went out in Candlekeep
DDAL-DRW-EP-03 When the Lights went out in Candlekeep
Show
Notes:
Bracers of Archery
Wondrous item, uncommon (requires attunement)
"These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden."
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.
Ivory Goats Figurine of Wondrous Power
rare
CCC-Ziege-01 Shadows of the Blood Moon
CCC-Ziege-01 Shadows of the Blood Moon
Show
Notes:
Ivory Goats Figurine of Wondrous Power
Wondrous Item, Rare
These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat.
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. 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.
Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges.
Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.
Silvered Longsword
common
CCC-Ziege-01 Shadows of the Blood Moon
CCC-Ziege-01 Shadows of the Blood Moon
Show
Notes:
Silvered Longsword
Weapon (Longsword), Common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
| 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. |
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| Jade bead bracelets (Bracers of Defense) | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
|
Notes:
Jade bead bracelets (Bracers of Defense) 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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| Ring Of Fire Resistance | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
|
Notes:
Ring Of Fire Resistance A carved jade ring, one in the form of a man holding the moon You have resistance to fire damage while wearing this ring. |
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| Ring of Animal Influence | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
|
Notes:
Ring of Animal Influence A carved jade ring, a panther ready to strike This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: • Animal friendship (save DC 13) • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower • Speak with animals |
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| Ring of Protection | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
|
Notes:
Ring of Protection |
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| Longsword +1 | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
|
Notes:
Longsword +1 The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. You have a +1 bonus to attack and damage rolls made with this weapon. |
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| 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. |
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| Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross) | common | WBW-DC-MOM-01 One Moment | Assignment 4. Season 50th Anniversary B | Show | ||
|
Notes:
Enlightenment (Language Wand of Pyrotechnics/Netherese: Loross) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher. Minor Property (Language - Netherese: Loross*) The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person. *As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property. Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use. |
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| 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. |
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| Rod of the Pact Keeper +2 | rare | FR-DC-TiS Trapped in Sanity | Trade Log | Show | ||
|
Notes:
Rod of the Pact Keeper +2 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 spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest. Minor Property: Guardian +2 on Initiative |
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| "Forgotten Pharaoh's Veil" (+2 Studded Leather Armor) | very_rare | Event Trading Post zum DDAL-DRW-EP-03 When the Lights went out in Candlekeep | Trade Log | Show | ||
|
Notes:
+2 Studded Leather Armor You have a +2 bonus to AC while wearing this armor. This +2 Studded Leather Armor is woven from silk and bandages once used as the burial wrappings of an ancient pharaoh whose name has been lost to time. Its crimson shroud drifts around the wearer like living smoke, obscuring their silhouette. While wearing this armor, you can hear faint whispers from any dead creature within 30 feet — always just too quiet to discern their meaning. |
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| Arrow-Catching Shield | rare | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | Show | ||
|
Notes:
Arrow-Catching Shield "This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms." You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. |
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| Bracers of Archery | uncommon | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | Show | ||
|
Notes:
Bracers of Archery "These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden." While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. |
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| Ivory Goats Figurine of Wondrous Power | rare | CCC-Ziege-01 Shadows of the Blood Moon | CCC-Ziege-01 Shadows of the Blood Moon | Show | ||
|
Notes:
Ivory Goats Figurine of Wondrous Power These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat. A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. 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. Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. |
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| Silvered Longsword | common | CCC-Ziege-01 Shadows of the Blood Moon | CCC-Ziege-01 Shadows of the Blood Moon | Show | ||
|
Notes:
Silvered Longsword An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. |
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