Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Polymorph
very_rare
Anauroch
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wand, Very Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Vicious Trident
rare
Anauroch
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Weapon (Trident), Rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
Very Rare Item of choice (DMG only)
very_rare
Well of Dragons
DDHC-ToD-17 Tiamats Return
Show
Uncommon Item of choice (DMG only)
uncommon
Well of Dragons
DDHC-ToD-17 Tiamats Return
Show
Uncommon Item of choice (DMG only)
uncommon
Well of Dragons
DDHC-ToD-17 Tiamats Return
Show
Uncommon Item of choice (DMG only)
uncommon
Well of Dragons
DDHC-ToD-17 Tiamats Return
Show
Uncommon Item of choice (DMG only)
uncommon
Well of Dragons
DDHC-ToD-17 Tiamats Return
Show
Torag’s Hammer (warhammer+1)
uncommon
CCC-TAROT- 01-04 Tangled in Woods
Show
Notes:
Torag’s Hammer
Weapon (warhammer), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Torag “crafted” this magical warhammer from the thighbone of the biggest, meanest troll to assail Goldenfields in recent memory.
Those who wield it swear the weapon feeds on gore, growing slightly larger after every bloody encounter. Measurements don’t support this belief. However, Torag’s Hammer is always uncannily clean…
This item can be found in the Dungeon Master’s Guide.
Tasha's Creeping Keelboat
very_rare
Sonnenuntergangsgebirge
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Stormcaller (Maul of Thunderbolts)
legendary
Ysgard
Trade Log
Show
Notes:
"This Weapon seems to have some form of limited sentience, the wielder can feel the raging storm bound inside the metal. It is said the weapon itself was forged using a stolen part of Talos essence." War Leader, The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Weapon (Maul), Legendary (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
Stone of Good Luck
uncommon
White Plume Mountain
TftYP: White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Staff of Withering
rare
Anauroch
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Staff, Rare (Requires Attunement)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Shield of the Moon
uncommon
Thentia, Friedhof
CCC-TAROT- 01-02 By the Light of the Moon
Show
Notes:
Shield of the Moon
Wondrous Item, uncommon
This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide.
Shadowfell Ornithopter (Carpet of Flying)
very_rare
shadowfell
FR-DC-ADD At Death's Door
Show
Notes:
Wondrous Item, Very Rare, 6ft x 9ft, 800lb, 30ft
You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.
Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.
This magical device can transport people through the air powered by the despair and sorrow of tormented souls from the shadowfell. The magic radar of the ornithopter emits a loud ping when it detects undead creatures in a radius of 120 feet and displays them on a weird green crystal disk as dots.
Sentinel. Choose a kind of creature that is an enemy of the item’s creator. This item glows faintly when such creatures are within 120 feet of it.
Sending Stones
uncommon
Guild house of Agile Hand Thiefs Guild
Keys from the Golden Vault - Masterpiece Imbroglio
Show
Notes:
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.
Rope of Entanglement
rare
Brimstone Hold
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Rod of Security
very_rare
Glacier of the white wyrm
Trade Log
Show
Notes:
Rod, very rare This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier.
Ring of X Ray Vision
rare
Anauroch
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Ring, Rare (Requires Attunement)
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.
Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
Ring of Telekinesis
very_rare
Brimstone Hold
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
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 Spell Storing
rare
White Plume Mountain
TftYP: White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Wand of Polymorph | very_rare | Anauroch | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Wand, Very Rare (Requires Attunement by a Spellcaster) |
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Vicious Trident | rare | Anauroch | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Weapon (Trident), Rare |
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Very Rare Item of choice (DMG only) | very_rare | Well of Dragons | DDHC-ToD-17 Tiamats Return | Show | ||
Uncommon Item of choice (DMG only) | uncommon | Well of Dragons | DDHC-ToD-17 Tiamats Return | Show | ||
Uncommon Item of choice (DMG only) | uncommon | Well of Dragons | DDHC-ToD-17 Tiamats Return | Show | ||
Uncommon Item of choice (DMG only) | uncommon | Well of Dragons | DDHC-ToD-17 Tiamats Return | Show | ||
Uncommon Item of choice (DMG only) | uncommon | Well of Dragons | DDHC-ToD-17 Tiamats Return | Show | ||
Torag’s Hammer (warhammer+1) | uncommon | CCC-TAROT- 01-04 Tangled in Woods | Show | |||
Notes:
Torag’s Hammer Weapon (warhammer), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Torag “crafted” this magical warhammer from the thighbone of the biggest, meanest troll to assail Goldenfields in recent memory. Those who wield it swear the weapon feeds on gore, growing slightly larger after every bloody encounter. Measurements don’t support this belief. However, Torag’s Hammer is always uncannily clean… This item can be found in the Dungeon Master’s Guide. |
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Tasha's Creeping Keelboat | very_rare | Sonnenuntergangsgebirge | Descent into the Lost Caverns of Tsojcanth | Show | ||
Notes:
Wondrous Item, Very Rare (Requires Attunement) |
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Stormcaller (Maul of Thunderbolts) | legendary | Ysgard | Trade Log | Show | ||
Notes:
"This Weapon seems to have some form of limited sentience, the wielder can feel the raging storm bound inside the metal. It is said the weapon itself was forged using a stolen part of Talos essence." War Leader, The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. |
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Stone of Good Luck | uncommon | White Plume Mountain | TftYP: White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Staff of Withering | rare | Anauroch | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Staff, Rare (Requires Attunement) |
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Shield of the Moon | uncommon | Thentia, Friedhof | CCC-TAROT- 01-02 By the Light of the Moon | Show | ||
Notes:
Shield of the Moon Wondrous Item, uncommon This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide. |
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Shadowfell Ornithopter (Carpet of Flying) | very_rare | shadowfell | FR-DC-ADD At Death's Door | Show | ||
Notes:
Wondrous Item, Very Rare, 6ft x 9ft, 800lb, 30ft |
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Sending Stones | uncommon | Guild house of Agile Hand Thiefs Guild | Keys from the Golden Vault - Masterpiece Imbroglio | Show | ||
Notes:
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. |
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Rope of Entanglement | rare | Brimstone Hold | DDHC-KftGV-13 Fire and Darkness | Show | ||
Notes:
Wondrous item, rare |
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Rod of Security | very_rare | Glacier of the white wyrm | Trade Log | Show | ||
Notes:
Rod, very rare This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier. |
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Ring of X Ray Vision | rare | Anauroch | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Ring, Rare (Requires Attunement) |
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Ring of Telekinesis | very_rare | Brimstone Hold | DDHC-KftGV-13 Fire and Darkness | Show | ||
Notes:
Ring, very rare (requires attunement) |
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Ring of Spell Storing | rare | White Plume Mountain | TftYP: White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) |