Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+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.

+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.

+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.

+1 War Pick uncommon DDHC-QftIS The Lost Caverns of Tsojcanth DDHC-QftIS The Lost Caverns of Tsojcanth Show
Notes:

Weapon (War Pick), Uncommon
Martial Weapon, Melee Weapon
2 lb.

1d8 Piercing
Versatile (1d10)
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.

+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.

+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.

+2 Rod of the Pact Keeper very_rare DDAL09-20 Where Devils Fear to Tread DDAL09-20 Where Devils Fear to Tread Show
Notes:

Rod, Very Rare (Requires Attunement by a Warlock)
2 lb.
While holding this rod, you gain a +2 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.

+3 Fate Dealer's Deck legendary Story Award: House Moonstar Award Trade Log Show
Notes:

Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin)
The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +3 bonus to spell attack rolls and to your spell save DC.

In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.

+3 Rod of the Pact Keeper very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Rod, very rare (requires attunement by a warlock)
2 lb.
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.

+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.

Alchemy Jug uncommon DDHC-CM Zikran's Zephyrean Tome Show
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.

Animated Shield very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Shield (shield), very rare (requires attunement)
6 lb.

AC +2
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

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.

Bag of Devouring very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Wondrous item, very rare
This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Bag of Holding uncommon DDHC-QftIS The Lost Caverns of Tsojcanth DDHC-QftIS The Lost Caverns of Tsojcanth 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.

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.

Berserker Greataxe rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Weapon (Greataxe), rare (requires attunement)
Martial weapon, melee weapon
7 lb.

1d12 Slashing
Heavy, Two‑Handed
Mastery: Cleave
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and 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 within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.

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: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Blessing of the Black Suture common FR-DC-JIBEA When Names Fade Away FR-DC-JIBEA When Names Fade Away Show
Notes:

Blessing of Wound Closure, Blessing

This Blessing grants you the benefits of a Periapt of Wound Closure.

Source/Aspect. A shard of Vecna’s will threads through your life’s ledger, “stitching” your story until He is finished reading it.

Look/Mark. A thin, ink-black stitch appears on your chest over your heart (or where your sigils lie), ending in a tiny knot shaped like a slashed eye. When you bleed, the blood briefly darkens to ink before reddening again.

Omen. In silence, you hear the faint rustle of turning pages. Your wounds close with a papery hiss, as if skin were parchment pressed flat.

Manifestations (purely cosmetic).:

A ghostly bone quill scratches notes in the air when you heal, then fades.

Fresh scars align into neat ledger lines before softening.

Roleplay Prompts.

You feel compelled to record the names of the fallen after each battle.

You hesitate before speaking certain truths, tasting ink on your tongue.

Blessing of Understanding unique DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Blessing

Your Wisdom score increases by 2, up to a maximum of 22.