Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amarantha’s Heart (Dark Shard Amulet)
common
Thentia, Goldene Waage
Trade Log
Show
Notes:
Common
Amarantha’s Heart (Dark Shard Amulet) Wondrous Item, common (requires attunement by a warlock) 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 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. This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain. This item can be found in the Xanathar’s Guide to Everything. Amaranthas Herz (Dunkles Scherbenamulett) Wundersamer Gegenstand, gewöhnlich (erfordert Einstimmung durch einen Hexenmeister) Während du es trägst, erhältst du die folgenden Vorteile: - Du kannst das Amulett als Zauberfokus für deine Hexenmeisterzauber verwenden. - Du kannst versuchen, einen Cantrip zu wirken, den du nicht kennst. Der Zauber muss auf der Zauberliste des Hexenmeisters stehen, und du musst eine Intelligenzprüfung (Arkana) mit DC 10 ablegen. Wenn die Prüfung erfolgreich ist, wirkst du den Zauber. Schlägt die Prüfung fehl, wird der Zauber nicht gewirkt, und die Aktion, die zum Wirken des Zaubers verwendet wurde, ist umsonst. In beiden Fällen kannst du diese Eigenschaft erst nach einer langen Rast wieder einsetzen. Dieses Amulett hat die Form eines stilisierten Herzens - das Herz scheint alles Licht in sich aufzusaugen und ist immer stockdunkel. Bei schwachem Licht scheint es, als würde das Herz von Nebel umhüllt sein. Das Amulett wird von einer dünnen Goldkette gehalten. Dieser Gegenstand kann in Xanathars Ratgeber für Alles gefunden werden.
Armor of vulnerability (slashing)
rare
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Armor (plate), legendary (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.
Astromancy Archive
rare
Wildspace
SJ-DC-AMAK-04: Starlight's Lament
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Balagos’ Belt (+3 Dragonhide Belt)
very_rare
Extradimensional space
FR-DC-BG The Flying Flame
Show
Notes:
Balagos’ Belt (+3 Dragonhide Belt)
Wondrous Item, Very Rare (Requires Attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Harmonious. Attuning to this item takes only 1 minute.
Blessing of Magic Resistance
rare
FR-DC-BG The Flying Flame
Show
Notes:
Bahamut’s Blessing (Blessing of Magic Resistance)
You have advantage on saving throws against spells and other magical effects.
Blessing of Protection
rare
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Boots of Striding and Springing
uncommon
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Bracers of defense
rare
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
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.
Chainmail +1
rare
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Elemental Essence Shard (Water)
rare
Wildspace
SJ-DC-KEEP- Kandlekeep Rekonstruktion
Show
Notes:
Wondrous Item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
Waterborne (Minor Property). This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
This prism-shaped shard has a single water drop from the elemental plane of water itself. It douses the most powerful of the flames.
Githyanki Earring (Ear Horn of Hearing)
common
Extradimensional space
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Common
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.
Sentinel. This item glows faintly when aberrations are within 120 feet of it.
This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.
Goggles of Night
uncommon
White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Goggles of Night
uncommon
Nelanther Isles
SJ-DC-RTR-01 The Captain
Show
Notes:
Wondrous Item, Uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Minor Property: Guardian
The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Goggles of Night
uncommon
Waterdeep, City of the dead
DDAL08-02 Beneath the City of the Dead
Show
Notes:
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. Wearing the goggles increases its range by 60 feet. This item is found on Magic Item Table B in the Dungeon Master’s Guide.
These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.
Hat of Disguise
uncommon
Waterdeep Dock Ward
DDAL08-03 Dock Ward Double Cross
Show
Notes:
Wondrous item, uncommon (requires attunement)
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. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
The entire length of this broad, red-silk ribbon is embroidered in gold thread. While wearing it, the wearer can read and understand, but not speak, Undercommon.
Immovable Rod
uncommon
CCC-ARCANA-01 The Phantom Pursuit
Show
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Lantern of Revealing
uncommon
Waterdeep, Blue Alley
DDHC-WDH-03 Blue Alley
Show
Notes:
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Longbow of Melodies
very_rare
Hillcrest
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Weapon (any bow), very rare (requires attunement)
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.
Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Guardian: The Bow whispers Warnings to it's Owner granting a +2 on Initiative Rolls
Moon touched Scimitar
common
Waterdeep, Blue Alley
DDHC-WDH-03 Blue Alley
Show
Notes:
Weapon (any sword), common
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.
Plate Armor +3
legendary
DC-Mike-01 The Clash for the Multiversal Championship
Show
Notes:
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Master’s Guide.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Amarantha’s Heart (Dark Shard Amulet) | common | Thentia, Goldene Waage | Trade Log | Show | ||
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Notes:
Common |
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| Armor of vulnerability (slashing) | rare | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
|
Notes:
Armor (plate), legendary (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. |
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| Astromancy Archive | rare | Wildspace | SJ-DC-AMAK-04: Starlight's Lament | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. |
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| Balagos’ Belt (+3 Dragonhide Belt) | very_rare | Extradimensional space | FR-DC-BG The Flying Flame | Show | ||
|
Notes:
Balagos’ Belt (+3 Dragonhide Belt) |
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| Blessing of Magic Resistance | rare | FR-DC-BG The Flying Flame | Show | |||
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Notes:
Bahamut’s Blessing (Blessing of Magic Resistance) |
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| Blessing of Protection | rare | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
| Boots of Striding and Springing | uncommon | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Bracers of defense | rare | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
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Notes:
Wondrous item, rare (requires attunement) |
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| Chainmail +1 | rare | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
| Elemental Essence Shard (Water) | rare | Wildspace | SJ-DC-KEEP- Kandlekeep Rekonstruktion | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone. Waterborne (Minor Property). This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. This prism-shaped shard has a single water drop from the elemental plane of water itself. It douses the most powerful of the flames. |
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| Githyanki Earring (Ear Horn of Hearing) | common | Extradimensional space | FR-DC-BG The Flying Flame | Show | ||
|
Notes:
Wondrous Item, Common |
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| Goggles of Night | uncommon | White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
|
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. |
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| Goggles of Night | uncommon | Nelanther Isles | SJ-DC-RTR-01 The Captain | Show | ||
|
Notes:
Wondrous Item, Uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Minor Property: Guardian The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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| Goggles of Night | uncommon | Waterdeep, City of the dead | DDAL08-02 Beneath the City of the Dead | Show | ||
|
Notes:
Wondrous item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. Wearing the goggles increases its range by 60 feet. This item is found on Magic Item Table B in the Dungeon Master’s Guide. These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal. |
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| Hat of Disguise | uncommon | Waterdeep Dock Ward | DDAL08-03 Dock Ward Double Cross | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) 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. This item is found on Magic Item Table F in the Dungeon Master’s Guide. The entire length of this broad, red-silk ribbon is embroidered in gold thread. While wearing it, the wearer can read and understand, but not speak, Undercommon. |
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| Immovable Rod | uncommon | CCC-ARCANA-01 The Phantom Pursuit | Show | |||
|
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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| Lantern of Revealing | uncommon | Waterdeep, Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
|
Notes:
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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| Longbow of Melodies | very_rare | Hillcrest | FR-DC-MIND Mindflayed Adventures | Show | ||
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Notes:
Weapon (any bow), very rare (requires attunement) |
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| Moon touched Scimitar | common | Waterdeep, Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
|
Notes:
Weapon (any sword), common 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. |
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| Plate Armor +3 | legendary | DC-Mike-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
Heavy armor, legendary |
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