Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
+2 Longbow
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Weapon (Longbow), rare
Martial weapon, ranged weapon
2 lb.
1d8 Piercing
Ammunition (Range 150/600 ft.; Arrow), Heavy, Two‑Handed
Mastery: Slow
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Staff of the Woodlands
rare
DDHC-CM-16 Xanthoria
DDHC-CM-16 Xanthoria
Show
Notes:
Staff, weapon, rare (requires attunement by a druid)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 6 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 have a +2 bonus to 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
Animal Friendship 1
Awaken 5
Barkskin 2
Locate Animals or Plants 2
Pass without Trace 2
Speak with Animals 1
Speak with Plants 3
Wall of Thorns 6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and 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.
Arrow-Catching Shield
rare
DRW-EP03 When the Lights Went Out in Candlekeep
DRW-EP03 When the Lights Went Out in Candlekeep
Show
Notes:
Shield (shield), rare (requires attunement)
"This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms."
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.
Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
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.
+1 Scale Mail
rare
Traded
Trade Log
Show
Notes:
Medium armor (scale mail), rare
45 lb.
AC 14 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Giant Slayer Shortsword
rare
DDHC-QftIS The Lost Caverns of Tsojcanth
DDHC-QftIS The Lost Caverns of Tsojcanth
Show
Notes:
Weapon (Shortsword), Rare
Martial Weapon, Melee Weapon
2 lb.
1d6 Piercing
Finesse, Light
Mastery: Vex
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.
Bracers of Defense
rare
DDHC-QftIS The Lost Caverns of Tsojcanth
DDHC-QftIS The Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Folding Boat
rare
DDHC-QftIS The Lost Caverns of Tsojcanth
DDHC-QftIS The Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, Rare
4 lb.
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use:
First Command Word. The box unfolds into a Rowboat.
Second Command Word. The box unfolds into a Keelboat.
Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
Statistics for the Rowboat and Keelboat appear in the Player's Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.
Periapt of Proof against Poison
rare
DDHC-QftIS The Lost Caverns of Tsojcanth
DDHC-QftIS The Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
1 lb.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage
+2 Greataxe
rare
DDHC-QftIS The Lost Caverns of Tsojcanth
DDHC-QftIS The Lost Caverns of Tsojcanth
Show
Notes:
Weapon (Greataxe), Rare
Martial Weapon, Melee Weapon
7 lb.
1d12 Slashing
Heavy, Two‑Handed
Mastery: Cleave
You have a +2 bonus to attack and damage rolls made with this magic weapon.
The Eye of the Deep Caller
very_rare
DRW-EP03 When the Lights Went Out in Candlekeep
DRW-EP03 When the Lights Went Out in Candlekeep
Show
Notes:
Rod, very rare (requires attunement by a warlock)
"Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival."
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.
Manual of Bodily Health
very_rare
DDHC-QftIS The Lost Caverns of Tsojcanth
DDHC-QftIS The Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, Very Rare
5 lb.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
The Librarian’s Seal of Vecna
very_rare
FR-DC-JIBEA When Names Fade Away
FR-DC-JIBEA When Names Fade Away
Show
Notes:
+3 Amulet of the Devout, Wondrous item, very rare (requires attunement by a cleric or paladin)
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.
Secret Message.
On the stroke of the new moon, the amulet’s reverse shows a microlined verse only visible in moon-shadow: “Entries amended by the Keeper’s eye may yet be read where ink runs dry.” (A riddle pointing to a hidden archive or dry well.)
Appearance. A heavy, cold medallion of dark electrum stamped with a slashed, pupil-less eye inside a ring of tiny tally marks. The chain is stitched black thread reinforced with fine links. When turned in the light, faint lines of “ledger rulings” seem to run beneath the metal like watermark paper.
Attunement Rite (flavor). You prick your thumb and press it to the seal; the drop is absorbed without a trace. For a heartbeat, you hear a page turn. A hair-thin ink stitch appears on your palm and fades.
Manifestations (cosmetic).:
When you cast, your voice seems to arrive as written words first, then sound follows.
Sigils you conjure appear as blotted ink that snaps into sharp lines at the moment of release.
In dim light, the amulet casts a small, crisp eye-shaped shadow.
Vecnan Devotion Oath (optional). Inscribed on the back in microscopic script:
“Truth belongs to the Keeper. All oaths are entries; all entries may be edited.”
Speaking it aloud (no mechanical change) causes the medallion to briefly smell of old vellum.
Drawbacks (narrative only). The Seal occasionally “corrects” paperwork around you: a misspelled name mends itself, a line in a wanted poster vanishes, a ledger entry comes up blank. This is omen, not rule text—use it for mood.
Staff of Fate
very_rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Staff, weapon (Quarterstaff), very rare (requires attunement)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
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.
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.
Tome of Leadership and Influence
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Manual of Stone Golems
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wondrous item, very rare
5 lb.
This tome contains information and incantations necessary to make a stone golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a stone golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Wand of Polymorph
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
1 lb.
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.
Ring of Telekinesis
very_rare
DDHC-CM- Kandlekeep Dekonstruktion
DDHC-CM- Kandlekeep Dekonstruktion
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast Telekinesis from it.
Ring of Shooting Stars
very_rare
DDHC-CM Lore of Lurue
DDHC-CM Lore of Lurue
Show
Notes:
Ring, very rare (requires attunement)
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Number of Spheres Lightning Damage
1 4d12
2 5d4
3 2d6
4 2d4
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| +2 Longbow | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
|
Notes:
Weapon (Longbow), rare Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. |
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| Staff of the Woodlands | rare | DDHC-CM-16 Xanthoria | DDHC-CM-16 Xanthoria | Show | ||
|
Notes:
Staff, weapon, rare (requires attunement by a druid) 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 Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and 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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| Arrow-Catching Shield | rare | DRW-EP03 When the Lights Went Out in Candlekeep | DRW-EP03 When the Lights Went Out in Candlekeep | Show | ||
|
Notes:
Shield (shield), rare (requires attunement) "This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms." You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. |
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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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| +1 Scale Mail | rare | Traded | Trade Log | Show | ||
|
Notes:
Medium armor (scale mail), rare The wearer has Disadvantage on Dexterity (Stealth) checks. |
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| Giant Slayer Shortsword | rare | DDHC-QftIS The Lost Caverns of Tsojcanth | DDHC-QftIS The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Weapon (Shortsword), Rare When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition. |
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| Bracers of Defense | rare | DDHC-QftIS The Lost Caverns of Tsojcanth | DDHC-QftIS The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) |
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| Folding Boat | rare | DDHC-QftIS The Lost Caverns of Tsojcanth | DDHC-QftIS The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous Item, Rare First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in the Player's Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed. |
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| Periapt of Proof against Poison | rare | DDHC-QftIS The Lost Caverns of Tsojcanth | DDHC-QftIS The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) |
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| +2 Greataxe | rare | DDHC-QftIS The Lost Caverns of Tsojcanth | DDHC-QftIS The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Weapon (Greataxe), Rare |
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| The Eye of the Deep Caller | very_rare | DRW-EP03 When the Lights Went Out in Candlekeep | DRW-EP03 When the Lights Went Out in Candlekeep | Show | ||
|
Notes:
Rod, very rare (requires attunement by a warlock) "Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival." While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest. |
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| Manual of Bodily Health | very_rare | DDHC-QftIS The Lost Caverns of Tsojcanth | DDHC-QftIS The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous Item, Very Rare |
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| The Librarian’s Seal of Vecna | very_rare | FR-DC-JIBEA When Names Fade Away | FR-DC-JIBEA When Names Fade Away | Show | ||
|
Notes:
+3 Amulet of the Devout, Wondrous item, very rare (requires attunement by a cleric or paladin) 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. Secret Message. Appearance. A heavy, cold medallion of dark electrum stamped with a slashed, pupil-less eye inside a ring of tiny tally marks. The chain is stitched black thread reinforced with fine links. When turned in the light, faint lines of “ledger rulings” seem to run beneath the metal like watermark paper. Attunement Rite (flavor). You prick your thumb and press it to the seal; the drop is absorbed without a trace. For a heartbeat, you hear a page turn. A hair-thin ink stitch appears on your palm and fades. Manifestations (cosmetic).: When you cast, your voice seems to arrive as written words first, then sound follows. Sigils you conjure appear as blotted ink that snaps into sharp lines at the moment of release. In dim light, the amulet casts a small, crisp eye-shaped shadow. Vecnan Devotion Oath (optional). Inscribed on the back in microscopic script: “Truth belongs to the Keeper. All oaths are entries; all entries may be edited.” Drawbacks (narrative only). The Seal occasionally “corrects” paperwork around you: a misspelled name mends itself, a line in a wanted poster vanishes, a ledger entry comes up blank. This is omen, not rule text—use it for mood. |
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| Staff of Fate | very_rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
|
Notes:
Staff, weapon (Quarterstaff), very rare (requires attunement) Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. 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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| 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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| Tome of Leadership and Influence | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
|
Notes:
Wondrous item, very rare |
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| Manual of Stone Golems | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
|
Notes:
Wondrous item, very rare To create a stone golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. |
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| Wand of Polymorph | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
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Notes:
Wand, very rare (requires attunement by a spellcaster) 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. |
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| Ring of Telekinesis | very_rare | DDHC-CM- Kandlekeep Dekonstruktion | DDHC-CM- Kandlekeep Dekonstruktion | Show | ||
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Notes:
Ring, very rare (requires attunement) |
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| Ring of Shooting Stars | very_rare | DDHC-CM Lore of Lurue | DDHC-CM Lore of Lurue | Show | ||
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Notes:
Ring, very rare (requires attunement) The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Number of Spheres Lightning Damage |
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