Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ring of Swimming
uncommon
Hoard of Tiamat
DDHC-ToD-17 Tiamats Return
Show
Notes:
Ring, uncommon
You have a Swim Speed of 40 feet while wearing this ring.
Ring of Water Walking
uncommon
Hoard of Tiamat
DDHC-ToD-17 Tiamats Return
Show
Notes:
Ring, uncommon
While wearing this ring, you cast Water Walk from it, targeting only yourself.
Candle of Invocation (Mount Celestia)
common
Traded
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement)
This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
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.
Pisonic Passkey (Chime of Opening)
rare
FR-DC-MIND-01 Mindflayed Adventures
FR-DC-MIND-01 Mindflayed Adventures
Show
Notes:
Wondrous item, rare
1 lb.
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Tentacle of Mending (Rope of Mending)
common
FR-DC-MIND-01 Mindflayed Adventures
FR-DC-MIND-01 Mindflayed Adventures
Show
Notes:
Wondrous item, common
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind.
Psychic Splinter (Blessing of Magic Resistance)
unique
FR-DC-MIND-01 Mindflayed Adventures
FR-DC-MIND-01 Mindflayed Adventures
Show
Notes:
Blessing
You have Advantage on saving throws against spells and other magical effects.
The intense psionic scream of a dying elder brain dragon left a psychic splinter in your brain. For the better or worse it grants you resistance against spells and magical effects. Now you have to just find a way how to deal with the voices in your head!
Bag of Beans (8 Beans)
rare
Traded
Trade Log
Show
Notes:
Wondrous item, rare
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100 Effect
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
02-10 A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d4 minutes.
11-20 A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.
21-30 An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 A campfire with green flames springs forth and burns for 24 hours or until it is extinguished.
41-50 Three Shrieker Fungi sprout.
51-60 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke.
61-70 A hungry Bulette burrows up and attacks.
71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion.
91-95 A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the DM's choice. Its sarcophagus contains treasure of the DM's choice.
96-00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or another plane of existence.
Boots of Speed
rare
Traded
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect.
When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Cloak of the Bat
rare
DDHC-DotMM-18 Dungeon Level 18
DDHC-DotMM-18 Dungeon Level 18
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Mithral Chain Mail
uncommon
DDHC-DotMM-18 Dungeon Level 18
DDHC-DotMM-18 Dungeon Level 18
Show
Notes:
Heavy armor (chain mail), uncommon
55 lb.
AC 16
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Scintilmorn
rare
DDHC-DotMM-18 Dungeon Level 18
DDHC-DotMM-18 Dungeon Level 18
Show
Notes:
Weapon (Longsword), rare (requires attunement)
Martial weapon, melee weapon
3 lb.
1d8 Radiant
Finesse, Versatile (1d10)
Mastery: Sap
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
+3 Wraps of Unarmed Prowess
very_rare
Story Award: House Moonstar Award
Trade Log
Show
Notes:
Wondrous Item, Very Rare
While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +3 bonus to the attack and damage rolls of your unarmed strikes.
Leafwarden
rare
Traded
Trade Log
Show
Notes:
Weapon (Longsword), rare
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.
"Leafwarden drank the final ember of Death-at-Sunset and keeps the taste of dusk.
Leaf-crowned, dawn-pale, it whispers Ethvarn’s oath like wind in firs.
When dragon blood stirs, the blade warms—quiet fire beneath green steel.
Draw it, and autumn falls: soft, sure, merciful."
Wyrmreaver Gauntlets
very_rare
Traded
Trade Log
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune.
While you are wearing these gauntlets, your unarmed strike deals an additional 1d6 force damage on a hit. Additionally, whenever you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type until you finish another long rest.
Invoking the Runes. As a bonus action, you can invoke the gauntlets' runes and summon two enormous spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss.
The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have the prone condition.
Once the runes have been invoked, they can't be invoked again until the next dawn.
Purple Wyvernhide Belt
very_rare
Traded
Trade Log
Show
Notes:
+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 +3 bonus to the saving throw DCs of your ki features. 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.
Flavor: This dragonhide belt is made from the scales of then ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Ring of Swimming | uncommon | Hoard of Tiamat | DDHC-ToD-17 Tiamats Return | Show | ||
|
Notes:
Ring, uncommon |
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| Ring of Water Walking | uncommon | Hoard of Tiamat | DDHC-ToD-17 Tiamats Return | Show | ||
|
Notes:
Ring, uncommon |
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| Candle of Invocation (Mount Celestia) | common | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. |
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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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| Pisonic Passkey (Chime of Opening) | rare | FR-DC-MIND-01 Mindflayed Adventures | FR-DC-MIND-01 Mindflayed Adventures | Show | ||
|
Notes:
Wondrous item, rare |
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| Tentacle of Mending (Rope of Mending) | common | FR-DC-MIND-01 Mindflayed Adventures | FR-DC-MIND-01 Mindflayed Adventures | Show | ||
|
Notes:
Wondrous item, common Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind. |
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| Psychic Splinter (Blessing of Magic Resistance) | unique | FR-DC-MIND-01 Mindflayed Adventures | FR-DC-MIND-01 Mindflayed Adventures | Show | ||
|
Notes:
Blessing You have Advantage on saving throws against spells and other magical effects. The intense psionic scream of a dying elder brain dragon left a psychic splinter in your brain. For the better or worse it grants you resistance against spells and magical effects. Now you have to just find a way how to deal with the voices in your head! |
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| Bag of Beans (8 Beans) | rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, rare If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly. 1d100 Effect |
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| Boots of Speed | rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest. |
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| Cloak of the Bat | rare | DDHC-DotMM-18 Dungeon Level 18 | DDHC-DotMM-18 Dungeon Level 18 | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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| Mithral Chain Mail | uncommon | DDHC-DotMM-18 Dungeon Level 18 | DDHC-DotMM-18 Dungeon Level 18 | Show | ||
|
Notes:
Heavy armor (chain mail), uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. |
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| Scintilmorn | rare | DDHC-DotMM-18 Dungeon Level 18 | DDHC-DotMM-18 Dungeon Level 18 | Show | ||
|
Notes:
Weapon (Longsword), rare (requires attunement) Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
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| +3 Wraps of Unarmed Prowess | very_rare | Story Award: House Moonstar Award | Trade Log | Show | ||
|
Notes:
Wondrous Item, Very Rare |
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| Leafwarden | rare | Traded | Trade Log | Show | ||
|
Notes:
Weapon (Longsword), rare 1d8 Slashing The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. "Leafwarden drank the final ember of Death-at-Sunset and keeps the taste of dusk. |
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| Wyrmreaver Gauntlets | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement) While you are wearing these gauntlets, your unarmed strike deals an additional 1d6 force damage on a hit. Additionally, whenever you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type until you finish another long rest. Invoking the Runes. As a bonus action, you can invoke the gauntlets' runes and summon two enormous spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss. The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have the prone condition. Once the runes have been invoked, they can't be invoked again until the next dawn. |
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| Purple Wyvernhide Belt | very_rare | Traded | Trade Log | Show | ||
|
Notes:
+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 +3 bonus to the saving throw DCs of your ki features. 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. Flavor: This dragonhide belt is made from the scales of then ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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