Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Durgeddin’s Fist (Mace of Terror) rare DDEP06-01 Relics of Kundrukar Show
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Durgeddin’s Fist (Mace of Terror), rare (requires attunement)

Wrought of blackened steel, the head of this mace is forged in the likeness of three screaming orc skulls. When wielded in combat against orc foes Durgeddin’s Fist bellows an endless stream of profanities and insults in a fearsome dwarven baritone audible for 30’. This item can be found in the Dungeon Master’s Guide.

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

https://www.dndbeyond.com/magic-items/4672-mace-of-terror

Manual of quickness of action very_rare CCC-BMG-37 Weakness of Rock WBW-DC-ROOK-2-2 Show
Notes:

Very Rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Charlatan's Die common CCC-DES-01-06 One last request CCC-DES-01-06 One last request Show
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Whenever you roll this six-sided die, you can control which number it rolls.

Dark Shard Amulet common CCC-DES-01-06 One last request CCC-DES-01-06 One last request Show
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Wondrous Item, common (requires attunement by a warlock)

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

Jeny's Special Helper (Broom of Flying) uncommon CCC-DES-01-06 One last request CCC-DES-01-06 One last request Show
Notes:

Wondrous Item, uncommon

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

Amulet of Health rare CCC-GSP-NTHR01-01 CCC-GSP-NTHR01-01 A night of Sorrows Show
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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. This obsidian amulet was given to Tenebris Umbra by Kothys. When attuned to this item, the essence of the Shadowfell imbued into it by Kothys turns its owner’s body deathly cold and numbs the skin it touches.

Ring of Spell Storing rare CCC-HAL-02 Six Striking Swords CCC-HAL-02 Six Striking Swords Show
Notes:

This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one's finger when worn. While wearing this ring, the wearer can speak and understand Undercommon. If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to theit better judgement. These effects are not strong enough to override existing character traits.

The sixth sword (+2 Rapier +2 Init) rare CCC-HAL-03 Six Swords Unbound CCC-HAL-03 Six Swords Unbound Show
Notes:

The Sixth Sword (+2 Rapier w/+2 init) - Rare - This is one of Marilith S'Sheneth'rah's six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword's magic and occasionally twitches at critical times to put itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

Unearthed Ring of Mind Shielding uncommon CCC-MTL-02 | House of Revenance CCC-MTL-02 | House of Revenance Show
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Ring, uncommon (requires attunement)

This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly.

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Moon-Touched Greatsword common CCC-MTL-02 | House of Revenance CCC-MTL-02 | House of Revenance Show
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In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet

Rapier +1 uncommon Character Generation Character Generation Show
Rooster (Wand of Wonder) rare DDAL00-03 Those That Came Before Trade Log Show
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Wand, rare (requires attunement by a spellcaster) Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide. This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the Effect causes you to Cast a Spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. If an Effect covers an area, you must center the spell on and include the target. If an Effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed.

Ioun Stone of Greater Absorption legendary DDAL00-10 Trust and Understanding DDAL00-10 Trust and Understanding Show
Notes:

(4 charges)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Greater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

Bitter Wrath, frost brand very_rare DDAL07-09 Unusual Opposition DDAL07-09 Unusual Opposition Show
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Weapon (rapier), very rare (requires attunement)

This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away.

Iron Bands of Bilarro rare DDAL-DRW01 Breaking Umberlee’s Resolve Trade Log Show
Notes:

Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.

Wand of binding rare DDEP06-01 Relics of Kundrukar DDEP06-01 Relics of Kundrukar Show
Notes:

This wand has 7 charges for the following properties. It 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.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

https://www.dndbeyond.com/magic-items/4788-wand-of-binding

Longbow +2 rare DDEX3-07 - Herald of the moon Trade Log Show
Notes:

+2 Longbow or Shortbow with the Sentinel property, that glows dimly in the presence of humans

Errata for this adventure in the season 9 content catalog, published in September 2019 (4 years after the adventure was released). The magic item at the end has been changed. Instead of Shadowsong, the special Oathbow which can only be used by rangers, it is now a +2 Longbow or Shortbow with the Sentinel property, that glows dimly in the presence of humans

Serpent Scale Armor uncommon DDHC-CM Book of Cylinders RMH-01 - The Final Curtain Show
Notes:

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Dagger of Blindsight rare DDHC-DMM Dungeon of the Mad Mage Level 6: Lost Level Trade Log Show
Notes:

Item description: This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.

Rod of Absroption common PO-BK-01-07 Beyond the portal PO-BK-01-07 Beyond the portal Show
Notes:

Rod, very rare (requires attunement)

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.