Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Periapt of Wound Closure
uncommon
DDHC-TYP-3
Service Rewards 50th Anniversary
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Ornithopter of Flying
very_rare
Traded
Trade Log
Show
Notes:
Wondrous item, very rare
25 lb.
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can't hover. If the ornithopter loses its rider while airborne, it falls and can't fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Obsidian Steed Figurine of Wondrous Power
very_rare
DDHC-TYP - Tomb of Horrors
DDHC-TYP - Tomb of Horrors
Show
Notes:
Wondrous item, very rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.
If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Moon-Touched Longsword
uncommon
CCC-GHC-BK1-01 Into the Border Kingdoms
Trade Log
Show
Notes:
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
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.
Mace of Terror
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
Weapon (mace), rare (requires attunement)
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.
Lightbringer
uncommon
Service Rewards
Service Rewards
Show
Notes:
Weapon (mace), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Jeny's Mark (Masquerade Tatoo)
common
DC-PoA DES-05D "Rebuild All Your Ruins"
Show
Notes:
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
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.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Jeny’s Mark resembles a tree armband that covers the left forearm when applied. The tattoo casts the smell of lilacs when its bearer is in the presence of fey. This property does not work in the presence of Jeny Greenteeth or her coven.
Ioun Stone, Insight
very_rare
Traded
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.
Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Illithid Staff (Staff of Power)
very_rare
FR-DC-MIND-01 Mindflayed Adventures (Hoard)
FR-DC-MIND-01 Mindflayed Adventures
Show
Notes:
Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cone of Cold 5
Fireball (level 5 version) 5
Globe of Invulnerability 6
Hold Monster 5
Levitate 2
Lightning Bolt (level 5 version) 5
Magic Missile 1
Ray of Enfeeblement 1
Wall of Force 5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Harmonious. Attuning to this item takes only 1 minute.
Helm of Comprehending Languages
uncommon
Hoard of Tiamat
DDHC-ToD-17 Tiamats Return
Show
Notes:
Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.
Greatsword +2
rare
Service Rewards
Service Rewards
Show
Notes:
Weapon (Greatsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Gray Bag of Tricks
uncommon
Morphinas Gift
DC-PoA DES-05D "Rebuild All Your Ruins"
Show
Notes:
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
CREATURES (roll 1d8):
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk
Gold Dragon Scale Mail
very_rare
Traded
Trade Log
Show
Notes:
Medium armor (scale mail), very rare (requires attunement)
45 lb.
AC 14 + Dex (max 2)
Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage.
Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can't be used again until the next dawn.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Gem of Seeing
rare
DDHC-TYP - Tomb of Horrors
DDHC-TYP - Tomb of Horrors
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Dwarven Plate
very_rare
DDHC-OotA-4
Service Rewards 50th Anniversary
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.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Defender
legendary
DDHC-TYP - Tomb of Horrors
DDHC-TYP - Tomb of Horrors
Show
Notes:
Weapon (Rapier), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Crown of the Night Sky (Circlet of Blasting)
uncommon
Camp of the frozen humanoids
DC-PoA DES-05A Land of Ice and Snow
Show
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
This crown was crafted by the skilled artisans of the Vale of Frost, both for its beauty and to help Sharaea find her way to the Prince of Frost when she is ready. The wearer as an action can magically locate north, the direction in which one can find the Vale of Frost.
This crown is constructed from a black crystal, upon which you can see a star field in motion. When worn, the tiara acts as an arcane focus. The rays fired by it resemble shooting stars.
Cloak of Many Fashions
common
Sharaea's gift
DC-POA DES-05C We Calmed the Tides of War
Show
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
It is a deep blue, nearly black with a large silver raven, wings outstretched, across the shoulders.
Cap of Water Breathing
uncommon
Hoard of Tiamat
DDHC-ToD-17 Tiamats Return
Show
Notes:
Wondrous item, uncommon
While wearing this cap underwater, you can take a Magic action to create a bubble of air around your head. This bubble allows you to breathe normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Periapt of Wound Closure | uncommon | DDHC-TYP-3 | Service Rewards 50th Anniversary | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. |
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Ornithopter of Flying | very_rare | Traded | Trade Log | Show | ||
Notes:
Wondrous item, very rare The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds. |
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Obsidian Steed Figurine of Wondrous Power | very_rare | DDHC-TYP - Tomb of Horrors | DDHC-TYP - Tomb of Horrors | Show | ||
Notes:
Wondrous item, very rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. |
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Moon-Touched Longsword | uncommon | CCC-GHC-BK1-01 Into the Border Kingdoms | Trade Log | Show | ||
Notes:
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended. 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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Mace of Terror | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Weapon (mace), rare (requires attunement) 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. |
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Lightbringer | uncommon | Service Rewards | Service Rewards | Show | ||
Notes:
Weapon (mace), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Jeny's Mark (Masquerade Tatoo) | common | DC-PoA DES-05D "Rebuild All Your Ruins" | Show | |||
Notes:
Produced by a special needle, this magic tattoo appears on your body as whatever you desire. 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. Jeny’s Mark resembles a tree armband that covers the left forearm when applied. The tattoo casts the smell of lilacs when its bearer is in the presence of fey. This property does not work in the presence of Jeny Greenteeth or her coven. |
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Ioun Stone, Insight | very_rare | Traded | Trade Log | Show | ||
Notes:
Wondrous item, very rare (requires attunement) When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. |
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Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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Illithid Staff (Staff of Power) | very_rare | FR-DC-MIND-01 Mindflayed Adventures (Hoard) | FR-DC-MIND-01 Mindflayed Adventures | Show | ||
Notes:
Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard) Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage. Harmonious. Attuning to this item takes only 1 minute. |
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Helm of Comprehending Languages | uncommon | Hoard of Tiamat | DDHC-ToD-17 Tiamats Return | Show | ||
Notes:
Wondrous item, uncommon |
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Greatsword +2 | rare | Service Rewards | Service Rewards | Show | ||
Notes:
Weapon (Greatsword), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Gray Bag of Tricks | uncommon | Morphinas Gift | DC-PoA DES-05D "Rebuild All Your Ruins" | Show | ||
Notes:
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. CREATURES (roll 1d8): |
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Gold Dragon Scale Mail | very_rare | Traded | Trade Log | Show | ||
Notes:
Medium armor (scale mail), very rare (requires attunement) While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can't be used again until the next dawn. The wearer has Disadvantage on Dexterity (Stealth) checks. |
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Gem of Seeing | rare | DDHC-TYP - Tomb of Horrors | DDHC-TYP - Tomb of Horrors | Show | ||
Notes:
Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Dwarven Plate | very_rare | DDHC-OotA-4 | Service Rewards 50th Anniversary | 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. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
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Defender | legendary | DDHC-TYP - Tomb of Horrors | DDHC-TYP - Tomb of Horrors | Show | ||
Notes:
Weapon (Rapier), legendary (requires attunement) The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. |
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Crown of the Night Sky (Circlet of Blasting) | uncommon | Camp of the frozen humanoids | DC-PoA DES-05A Land of Ice and Snow | Show | ||
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. This crown was crafted by the skilled artisans of the Vale of Frost, both for its beauty and to help Sharaea find her way to the Prince of Frost when she is ready. The wearer as an action can magically locate north, the direction in which one can find the Vale of Frost. This crown is constructed from a black crystal, upon which you can see a star field in motion. When worn, the tiara acts as an arcane focus. The rays fired by it resemble shooting stars. |
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Cloak of Many Fashions | common | Sharaea's gift | DC-POA DES-05C We Calmed the Tides of War | Show | ||
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. It is a deep blue, nearly black with a large silver raven, wings outstretched, across the shoulders. |
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Cap of Water Breathing | uncommon | Hoard of Tiamat | DDHC-ToD-17 Tiamats Return | Show | ||
Notes:
Wondrous item, uncommon |