Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Ring of Acid Resistance rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.

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.

Sun Blade rare DDHC-CM-14 The Canopic Being 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.

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.

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: 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

+2 Longbow rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Weapon, 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 Withering rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

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.

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.

Ioun Stone, Language Knowledge (Netherese) rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.

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.

Ring of Necrotic Resistance rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Ring, rare
You have Resistance to Necrotic damage while wearing this ring. The ring is set with jet.

Leather Golem Armor rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Light armor (leather armor), rare (requires attunement)
10 lb. AC 11 + Dex
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:

Immutable Form. You are immune to any spell or effect that would alter your form.

Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.

Curse. This armor 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 armor. In addition, while you wear the cursed armor, you gain the following properties:

Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.

Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.

Ring of Force Resistance rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Ring, rare
You have Resistance to Force damage while wearing this ring. The ring is set with sapphire.

Folding Boat rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous Item, Rare

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.

Wings of Flying rare DDAL00-06 Lost Laboratories of Kwalish DDAL00-06 Lost Laboratories of Kwalish Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can’t use them again for 1d12 hours.

Wayfarer's Boots rare Service Rewards S12c Trade Log Show
Notes:

Wondrous Item, Rare (Requires Attunement)

This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.

Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.

Brazier of Commanding Fire Elementals rare DDHC-KftGV-13 Fire and Darkness DDHC-KftGV-13 Fire and Darkness #3 Show
Notes:

Wondrous item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

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.

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.

Staff of Healing rare DDHC-CM- Alkazaar's Appendix DDHC-CM- Alkazaar's Appendix Show
Notes:

Staff, weapon, rare (requires attunement by a bard, cleric, or druid)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5
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 vanishes in a flash of light, lost forever.

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.

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.