Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
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 a Magic action, you can 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.
Ring of Protection
rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Spear of Backbiting
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (Spear), very rare (requires attunement)
Simple weapon, melee weapon
3 lb.
1d6 Piercing
Thrown (50/90 ft.), versatile (1d8)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Chest of Preserving
common
FR-DC-CURSE
FR-DC-CURSE Is this a Curse?
Show
Notes:
Wonderous item, common
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves’ tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Gleaming. This item never gets dirty.
Fresh fruit from foreign lands is a marvel richer than gold or jewels.
Brightlark’s Wraps (Wraps of Unarmed Prowess)
uncommon
FR-DC-CURSE
FR-DC-CURSE Is this a Curse?
Show
Notes:
Wonderous item, uncommon (requires attunement)
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 +1 bonus to the attack and damage rolls of your unarmed strikes.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
A set of comfy olive wraps; well-worn, but well-repaired. Faded gold thread stitches out sigils of power.
+1 Amulet of the Devout
uncommon
Level 5 Magic Item
DDHC-CM Shemshime's Bedtime Rhyme
Show
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Hat of Wizardry
common
SJ-DC-KEEP Kandlekeep Rekonstruktion
SJ-DC-KEEP Kandlekeep Rekonstruktion
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, 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.
Elemental Essence Shard (Water)
rare
SJ-DC-KEEP Kandlekeep Rekonstruktion
SJ-DC-KEEP Kandlekeep Rekonstruktion
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
1 lb.
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.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
Property. 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. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
Amulet of Health
rare
SJ-DC-TRIDEN-SD
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, rare (requires attunement)
1 lb.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
Staff of Striking
very_rare
Staff, weapon, very rare (requires attunement)
DDHC-CM The Book of Inner Alchemy
Show
Notes:
Staff, weapon, very rare (requires attunement)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
+3 Amulet of the Devout
very_rare
Traded
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
+3 Shield
very_rare
Traded
Trade Log
Show
Notes:
Shield (shield), very rare
6 lb.
AC +2
While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
Gloves of Thievery
common
WBW-DC-ROG-02
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Gem of Seeing | rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) The gem regains 1d3 expended charges daily at dawn. |
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| Ring of Protection | rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| Spear of Backbiting | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (Spear), very rare (requires attunement) Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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| Chest of Preserving | common | FR-DC-CURSE | FR-DC-CURSE Is this a Curse? | Show | ||
|
Notes:
Wonderous item, common Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves’ tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. Gleaming. This item never gets dirty. Fresh fruit from foreign lands is a marvel richer than gold or jewels. |
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| Brightlark’s Wraps (Wraps of Unarmed Prowess) | uncommon | FR-DC-CURSE | FR-DC-CURSE Is this a Curse? | Show | ||
|
Notes:
Wonderous item, uncommon (requires attunement) 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 +1 bonus to the attack and damage rolls of your unarmed strikes. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. A set of comfy olive wraps; well-worn, but well-repaired. Faded gold thread stitches out sigils of power. |
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| +1 Amulet of the Devout | uncommon | Level 5 Magic Item | DDHC-CM Shemshime's Bedtime Rhyme | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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| Hat of Wizardry | common | SJ-DC-KEEP Kandlekeep Rekonstruktion | SJ-DC-KEEP Kandlekeep Rekonstruktion | Show | ||
|
Notes:
Wondrous item, common (requires attunement by a wizard) Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, 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. |
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| Elemental Essence Shard (Water) | rare | SJ-DC-KEEP Kandlekeep Rekonstruktion | SJ-DC-KEEP Kandlekeep Rekonstruktion | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a sorcerer) 1 lb. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property: Property. 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. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. |
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| Amulet of Health | rare | SJ-DC-TRIDEN-SD | Service Rewards 50th Anniversary 1.2 | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| Staff of Striking | very_rare | Staff, weapon, very rare (requires attunement) | DDHC-CM The Book of Inner Alchemy | Show | ||
|
Notes:
Staff, weapon, very rare (requires attunement) The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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| +3 Amulet of the Devout | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement by a cleric or paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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| +3 Shield | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Shield (shield), very rare |
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| Gloves of Thievery | common | WBW-DC-ROG-02 | Service Rewards 50th Anniversary 1.2 | Show | ||
|
Notes:
Wondrous item, uncommon |
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