Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Mace of Terror
rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness #3
Show
Notes:
Weapon (Mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Mastery: Sap
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
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.
Ioun Stone, Awareness
rare
DDHC-CM-14 The Canopic Being
Show
Notes:
Wondrous item, rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.
While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks.
Polymorph Blade
rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Weapon, very rare (requires attunement)
Martial weapon, melee weapon
3 lb. Mastery: Nick
1d6 slashing - Finesse, Light
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20 New Form
1 Tyrannosaurus Rex
2 Giant Ape
3 Elephant
4 Giant scorpion
5 Rhinoceros
6 Polar bear
7 Giant toad
8 Giant eagle
9 Black bear
10 Crocodile
11 Wolf
12 Horse
13 Ox
14 Giant frog
15 Poisonous snake
16 Hawk
17 Octopus
18 Cat
19 Rat
20 Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Bronze Griffon Figurine of Wondrous Power
rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness #3
Show
Notes:
Wondrous item, rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Boots of Levitation
rare
Service Rewards 50th Anniversary 1.2
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, rare (requires attunement)
Major tier
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Tan Bag of Tricks
uncommon
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Wondrous Item, Uncommon
This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
1d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe Beak
5 Black Bear
6 Giant Weasel
7 Giant Hyena
8 Tiger
Helm of Comprehending Languages
uncommon
CCC-AETHER-01-01
Service Rewards S12c
Show
Notes:
Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.
+1 Heavy Crossbow
uncommon
Level 5 Magic Item
DDHC-CM-04 Shemshime's Bedtime Rhyme
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, ranged weapon
18 lb. Mastery: Push
1d10 piercing - Ammunition (100/400 ft.), Heavy, Loading, Two‑Handed
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Range. A weapon that can be used to make a ranged attack has a range shown 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 indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's 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.
Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Boots of Striding and Springing
uncommon
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Boltthrower (Javelin of Lightning)
uncommon
Corpses
SJ-DC-YLD – 01 - 01 – Never lose hope
Show
Notes:
Weapon (javelin), uncommon
Javelin of Lightning
This Armbladeis a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into the armblade when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The armblades property can’t be used again until the next dawn. In the meantime, the armblade can still be used as a magic weapon.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. This light is manifests in form of electric sparkling.
Hat of Disguise (Diadem)
uncommon
DDHC-CM-14 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.
Eyes of Minute Seeing
uncommon
DDHC-CM-14 The Canopic Being
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Bag of Holding
common
DDHC-CM-04
DDHC-CM-04 Shemshime's Bedtime Rhyme
Show
Notes:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a 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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Music Box (Talking Doll)
common
Francis' Gift
SJ-DC-YLD – 01 - 01 – Never lose hope
Show
Notes:
Wondrous item, common (requires attunement)
While this music box is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the box speaks or sings each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.
It has the following song as default:
"Schatten und Tod mögen uns in dunkler Nacht ach so blagen,
Licht und Hoffnung werden sie am Ende doch immer verjagen.
Was auch immer passieren sollte,vertrau und lausche nur mir
Was auch immer ich tun muss, irgendwann bin ich wieder bei dir."
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Mace of Terror | rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness #3 | Show | ||
Notes:
Weapon (Mace), rare (requires attunement) 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. |
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Ioun Stone, Awareness | rare | DDHC-CM-14 The Canopic Being | Show | |||
Notes:
Wondrous item, rare (requires attunement) When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. |
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Polymorph Blade | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Weapon, very rare (requires attunement) d20 New Form Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |
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Bronze Griffon Figurine of Wondrous Power | rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness #3 | Show | ||
Notes:
Wondrous item, rare The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. |
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Boots of Levitation | rare | Service Rewards 50th Anniversary 1.2 | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Tan Bag of Tricks | uncommon | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Wondrous Item, Uncommon This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. 1d8 Creature |
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Helm of Comprehending Languages | uncommon | CCC-AETHER-01-01 | Service Rewards S12c | Show | ||
Notes:
Wondrous item, uncommon |
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+1 Heavy Crossbow | uncommon | Level 5 Magic Item | DDHC-CM-04 Shemshime's Bedtime Rhyme | Show | ||
Notes:
Weapon, uncommon Range. A weapon that can be used to make a ranged attack has a range shown 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 indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's 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. Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. |
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Boots of Striding and Springing | uncommon | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
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Boltthrower (Javelin of Lightning) | uncommon | Corpses | SJ-DC-YLD – 01 - 01 – Never lose hope | Show | ||
Notes:
Weapon (javelin), uncommon Javelin of Lightning This Armbladeis a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into the armblade when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The armblades property can’t be used again until the next dawn. In the meantime, the armblade can still be used as a magic weapon. Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. This light is manifests in form of electric sparkling. |
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Hat of Disguise (Diadem) | uncommon | DDHC-CM-14 The Canopic Being | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Eyes of Minute Seeing | uncommon | DDHC-CM-14 The Canopic Being | Show | |||
Notes:
Wondrous item, uncommon |
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Bag of Holding | common | DDHC-CM-04 | DDHC-CM-04 Shemshime's Bedtime Rhyme | Show | ||
Notes:
Wondrous Item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a 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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Music Box (Talking Doll) | common | Francis' Gift | SJ-DC-YLD – 01 - 01 – Never lose hope | Show | ||
Notes:
Wondrous item, common (requires attunement) While this music box is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the box speaks or sings each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. It has the following song as default: "Schatten und Tod mögen uns in dunkler Nacht ach so blagen, |