Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Belt of Stone Giant Strength
very_rare
DDAL-DRW14 The City That Should Not Be
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Notes:
Wondrous Item, Very Rare (Requires Attunement)
This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.
Ghost Step Tattoo
very_rare
SJ-DC ROTU 04 Declaration of War
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Notes:
Wondrous Item, very rare (requires attunement)
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can’t be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Harmonious. Attuning to this item takes only 1 minute.
This item is found in the Tasha’s Cauldron of Everything, pg. 128.
Ring of Acid Resistance
rare
DDHC-CM-16 Alkazaar's Appendix
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Notes:
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Animated Shield
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Dwarven Plate
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Horn of Blasting
rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Staff of Withering
rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock)
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. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Longbow +2
rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Weapon (longbow), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Wand of Polymorph
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
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 ashes and is destroyed.
Stout (+2 Longsword)
rare
Endreward
G
CCC-GHC-BK1-05 For the Glory of Bloutar!
Show
Notes:
Weapon (longsword), rare, Table G
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls
made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
This item can be found in the Dungeon Master’s Guide.
Name | Rarity | Location | Table ▲ | Result | Source | |
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Belt of Stone Giant Strength | very_rare | DDAL-DRW14 The City That Should Not Be | Show | |||
Notes:
Wondrous Item, Very Rare (Requires Attunement) This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. |
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Ghost Step Tattoo | very_rare | SJ-DC ROTU 04 Declaration of War | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: Harmonious. Attuning to this item takes only 1 minute. |
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Ring of Acid Resistance | rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
Notes:
Ring, rare (requires attunement) |
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Animated Shield | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. |
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Dwarven Plate | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
Notes:
Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
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Horn of Blasting | rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
Notes:
Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
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Staff of Withering | rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock) 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. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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Longbow +2 | rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
Notes:
Weapon (longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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Wand of Polymorph | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
Notes:
Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. 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 ashes and is destroyed. |
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Stout (+2 Longsword) | rare | Endreward | G | CCC-GHC-BK1-05 For the Glory of Bloutar! | Show | |
Notes:
Weapon (longsword), rare, Table G |