Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Ring of Resistance (Acid)
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Longsword of Vengeance
uncommon
DDHC-QftIS The Lost Caverns of Tsojcanth
DDHC-QftIS The Lost Caverns of Tsojcanth
Show
Notes:
Weapon (Longsword), Uncommon (Requires Attunement)
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.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
Headband of Intellect
uncommon
DDAL05-16
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Driftglobe
uncommon
DDHC-CM The Joy of Extradimensional Spaces
DDHC-CM The Joy of Extradimensional Spaces
Show
Notes:
Driftglobe
DMG'24
p254
Wondrous item, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Driftglobe
uncommon
DDHC-CM The Joy of Extradimensional Spaces
DDHC-CM The Joy of Extradimensional Spaces
Show
Notes:
Driftglobe
DMG'24
p254
Wondrous item, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Chained Book (+1 Flail)
uncommon
DDHC-CM The Joy of Extradimensional Spaces
DDHC-CM The Joy of Extradimensional Spaces
Show
Notes:
Weapon, uncommon
Martial weapon, melee weapon
2 lb.
1d8 Bludgeoning
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
A heavy, leather-bound tome dangles from a length of iron chain, its spine reinforced with brass studs. When read, the pages whisper ancient war prayers; when swung, the book’s weight turns the chain into a bruising flail, scattering sparks of arcane energy with every impact. Ideal for scholars who believe knowledge—and self-defense—should travel hand in hand.
Helm of Comprehending Languages
uncommon
DDHC-CM Mazfroth's Mighty Digressions
DDHC-CM Mazfroth's Mighty Digressions
Show
Notes:
Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.
Saddle of the Cavalier
uncommon
DDHC-CM Book of the Raven
DDHC-CM Book of the Raven
Show
Notes:
Wondrous item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Ring of Jumping
uncommon
DDHC-CM Book of the Raven
DDHC-CM Book of the Raven
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Ring of Swimming
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
Show
Notes:
Ring, uncommon
You have a Swim Speed of 40 feet while wearing this ring.
Goggles of Night
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
Show
Notes:
Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Bag of Holding
uncommon
DDHC-CM Shemshime's Bedtime Rhyme
DDHC-CM Shemshime's Bedtime Rhyme
Show
Notes:
Wondrous item, uncommon
5 lb.
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.
+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.
Lantern of Revealing
uncommon
DDHC-CM Book of Cylinders
DDHC-CM Book of Cylinders
Show
Notes:
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.
Serpent Scale Armor
uncommon
DDHC-CM Book of Cylinders
DDHC-CM Book of Cylinders
Show
Notes:
Medium armor (scale mail), uncommon
45 lb.
AC 14 + Dex
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Alchemy Jug
uncommon
DDHC-CM Zikran's Zephyrean Tome
Show
Ring of Psychic Resistance
uncommon
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Ring, rare
You have Resistance to Psychic damage while wearing this ring. The ring is set with jade.
Glaive of Vengeance
uncommon
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (Glaive), uncommon (requires attunement)
Martial weapon, melee weapon
6 lb.
1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Graze
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
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.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
+1 Flail
uncommon
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (Flail), uncommon
Martial weapon, melee weapon
2 lb.
1d8 Bludgeoning
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Hat of Disguise
uncommon
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Ring of Resistance (Acid) | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
|
Notes:
Ring, rare |
||||||
| Longsword of Vengeance | uncommon | DDHC-QftIS The Lost Caverns of Tsojcanth | DDHC-QftIS The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Weapon (Longsword), Uncommon (Requires Attunement) Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. |
||||||
| Headband of Intellect | uncommon | DDAL05-16 | Service Rewards 50th Anniversary 1.2 | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. |
||||||
| Driftglobe | uncommon | DDHC-CM The Joy of Extradimensional Spaces | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
|
Notes:
Driftglobe You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
||||||
| Driftglobe | uncommon | DDHC-CM The Joy of Extradimensional Spaces | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
|
Notes:
Driftglobe You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
||||||
| Chained Book (+1 Flail) | uncommon | DDHC-CM The Joy of Extradimensional Spaces | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
|
Notes:
Weapon, uncommon Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. A heavy, leather-bound tome dangles from a length of iron chain, its spine reinforced with brass studs. When read, the pages whisper ancient war prayers; when swung, the book’s weight turns the chain into a bruising flail, scattering sparks of arcane energy with every impact. Ideal for scholars who believe knowledge—and self-defense—should travel hand in hand. |
||||||
| Helm of Comprehending Languages | uncommon | DDHC-CM Mazfroth's Mighty Digressions | DDHC-CM Mazfroth's Mighty Digressions | Show | ||
|
Notes:
Wondrous item, uncommon |
||||||
| Saddle of the Cavalier | uncommon | DDHC-CM Book of the Raven | DDHC-CM Book of the Raven | Show | ||
|
Notes:
Wondrous item, uncommon |
||||||
| Ring of Jumping | uncommon | DDHC-CM Book of the Raven | DDHC-CM Book of the Raven | Show | ||
|
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
||||||
| Ring of Swimming | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
|
Notes:
Ring, uncommon |
||||||
| Goggles of Night | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
|
Notes:
Wondrous item, uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. |
||||||
| Bag of Holding | uncommon | DDHC-CM Shemshime's Bedtime Rhyme | DDHC-CM Shemshime's Bedtime Rhyme | Show | ||
|
Notes:
Wondrous item, uncommon If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened. |
||||||
| +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. |
||||||
| Lantern of Revealing | uncommon | DDHC-CM Book of Cylinders | DDHC-CM Book of Cylinders | Show | ||
|
Notes:
Wondrous item, uncommon |
||||||
| Serpent Scale Armor | uncommon | DDHC-CM Book of Cylinders | DDHC-CM Book of Cylinders | Show | ||
|
Notes:
Medium armor (scale mail), uncommon |
||||||
| Alchemy Jug | uncommon | DDHC-CM Zikran's Zephyrean Tome | Show | |||
| Ring of Psychic Resistance | uncommon | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Ring, rare |
||||||
| Glaive of Vengeance | uncommon | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (Glaive), uncommon (requires attunement) Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. 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. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. |
||||||
| +1 Flail | uncommon | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (Flail), uncommon Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
||||||
| Hat of Disguise | uncommon | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
||||||