Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Arcane Grimoire +1
uncommon
Level 5 Magic Item
Character Creation Level 5
Show
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Gloves of Thievery
uncommon
Service Rewards
Service Rewards 12b
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.
Dagger of Venom
rare
Service Rewards
Service Rewards 12b
Show
Notes:
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dimensional Shackles
rare
DDAL04-12
Service Rewards 12b
Show
Notes:
Wondrous Item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Dagger of Blindsight
rare
Service Rewards
Service Rewards S12c
Show
Notes:
Weapon (dagger), rare (requires attunement)
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.
Ring of Swimming
uncommon
DDAL05-6
Service Rewards S12c
Show
Notes:
(Ring, uncommon)
You have a swimming speed of 40 feet while wearing this ring.
Baleful Talon
very_rare
Service Rewards 50th Anniversary
Service Rewards 50th Anniversary
Show
Notes:
Weapon (Dagger), Very Rare
You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.
When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.
Kagonesti Forest Shroud
rare
Service Rewards
Service Rewards S12b
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This cloak appears to be made of autumnal leaves woven together.
While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn.
Once this bonus action is used, it can't be used again until the next dawn.
Manual of Iron Golems
very_rare
DDAL00-06
Service Rewards S12b
Show
Notes:
Wondrous Item, very rare
This tome contains information and incantations necessary to make a iron 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 an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 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.
Professor Orb
rare
DDHC-RotF-5
Service Rewards S12b
Show
Notes:
Wondrous item, rare
The orb is sentient and has the personality of a scholar. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet.
Unlike most other sentient items, the orb has no goals of its own and can't initiate a conflict with the creature in possession of it.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the Mage Hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Professor Werebro.
It is Neutral Good, and it has a Wisdom of 16 and a Charisma of 8. It speaks and reads Undercommon, Abyssal, Giant, and Infernal. Professor Werebro is calm and a gentleman. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
- Major Cities of Toril
- Construct Creatures
- Knowledge on how to make the perfect Cup of Tea
- Abberation Creatures
Boots of Striding and Springing
uncommon
Keys from the Golden Vault - Tockworth's Clockworks
Keys from the Golden Vault - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Driftglobe
uncommon
Keys from the Golden Vault - Tockworth's Clockworks
Keys from the Golden Vault - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an 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.
Stone of Good Luck (Luckstone)
uncommon
Keys from the Golden Vault - Tockworth's Clockworks
Keys from the Golden Vault - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Arcane Grimoire +2
rare
Keys from the Golden Vault - Tockworth's Clockworks (Golden Vault Reward)
Keys from the Golden Vault - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Hand Crossbow +2
rare
Service Rewards 50th Anniversary
Service Rewards S12b
Show
Notes:
Weapon (Hand Crossbow), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a Hand Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Belt of Hill Giant Strength
rare
DDHC-RoT-4
Service Rewards 50th Anniversary
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21
Brooch of Shielding
uncommon
Service Rewards 50th Anniversary
Service Rewards 50th Anniversary
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Rapier +2
rare
Service Rewards 50th Anniversary
Service Rewards 50th Anniversary
Show
Notes:
Weapon (Rapier), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Studded Leather Armor +2
very_rare
CCC-TRI-23
Service Rewards 50th Anniversary
Show
Notes:
Armor (studded leather), very rare
You have a +2 bonus to AC while wearing this armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Rope of Entanglement
rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Arcane Grimoire +1 | uncommon | Level 5 Magic Item | Character Creation Level 5 | Show | ||
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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Gloves of Thievery | uncommon | Service Rewards | Service Rewards 12b | 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. |
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Dagger of Venom | rare | Service Rewards | Service Rewards 12b | Show | ||
Notes:
Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Dimensional Shackles | rare | DDAL04-12 | Service Rewards 12b | Show | ||
Notes:
Wondrous Item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. |
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Dagger of Blindsight | rare | Service Rewards | Service Rewards S12c | Show | ||
Notes:
Weapon (dagger), rare (requires attunement) This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. |
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Ring of Swimming | uncommon | DDAL05-6 | Service Rewards S12c | Show | ||
Notes:
(Ring, uncommon) You have a swimming speed of 40 feet while wearing this ring. |
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Baleful Talon | very_rare | Service Rewards 50th Anniversary | Service Rewards 50th Anniversary | Show | ||
Notes:
Weapon (Dagger), Very Rare You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger. When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust. |
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Kagonesti Forest Shroud | rare | Service Rewards | Service Rewards S12b | Show | ||
Notes:
Wondrous Item, Rare (Requires Attunement) This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn. |
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Manual of Iron Golems | very_rare | DDAL00-06 | Service Rewards S12b | Show | ||
Notes:
Wondrous Item, very rare This tome contains information and incantations necessary to make a iron 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 an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 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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Professor Orb | rare | DDHC-RotF-5 | Service Rewards S12b | Show | ||
Notes:
Wondrous item, rare The orb is sentient and has the personality of a scholar. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). In addition to the knowledge it possesses, the orb can cast the Mage Hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence. Professor Werebro.
|
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Boots of Striding and Springing | uncommon | Keys from the Golden Vault - Tockworth's Clockworks | Keys from the Golden Vault - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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Driftglobe | uncommon | Keys from the Golden Vault - Tockworth's Clockworks | Keys from the Golden Vault - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an 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. |
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Stone of Good Luck (Luckstone) | uncommon | Keys from the Golden Vault - Tockworth's Clockworks | Keys from the Golden Vault - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Arcane Grimoire +2 | rare | Keys from the Golden Vault - Tockworth's Clockworks (Golden Vault Reward) | Keys from the Golden Vault - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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Hand Crossbow +2 | rare | Service Rewards 50th Anniversary | Service Rewards S12b | Show | ||
Notes:
Weapon (Hand Crossbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Hand Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Belt of Hill Giant Strength | rare | DDHC-RoT-4 | Service Rewards 50th Anniversary | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21 |
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Brooch of Shielding | uncommon | Service Rewards 50th Anniversary | Service Rewards 50th Anniversary | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. |
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Rapier +2 | rare | Service Rewards 50th Anniversary | Service Rewards 50th Anniversary | Show | ||
Notes:
Weapon (Rapier), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Studded Leather Armor +2 | very_rare | CCC-TRI-23 | Service Rewards 50th Anniversary | Show | ||
Notes:
Armor (studded leather), very rare You have a +2 bonus to AC while wearing this armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. |
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Rope of Entanglement | rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness | Show | ||
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |