Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
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.

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.

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.

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 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.

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.

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.

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.

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.

Periapt of Wound Closure uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

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.

Berserker Axe +2 (Battleaxe) very_rare DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Berserker Axe +2 (Battleaxe)
Weapon (Battleaxe ), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.

The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.

The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.

Der Curse wurde vom Professor entfernt:
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Rod of the Pact Keeper, +1 uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Rod of the Pact Keeper, +1
Rod, uncommon (+1), (requires attunement by a warlock)

A thin stone cylinder.

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
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.

Balance of Harmony uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Balance of Harmony
Wondrous item, uncommon

This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.

Stone of Ill Luck uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Stone of Ill Luck
Wondrous item, uncommon (requires attunement)

This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item’s property while on your person.

Curse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.

Ferret Mask (Hat of Disguise) uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan DDHC-TYP-3 - The hidden shrine of Tamoachan Show
Notes:

Ferret Mask (Hat of Disguise)
Wondrous item, uncommon (requires attunement)

A ferret-faced, feathered mask.

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.