Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Leather Armor +1 rare DDHC-HotDQ Hoard of the Dragon Queen Show
Notes:

Armor (light), rare (+1)

You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

Longbow +1 uncommon DDHC-HotDQ Hoard of the Dragon Queen Show
Notes:

Weapon (Longbow). uncommon (+1)

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.

Longbow +1 uncommon DDHC-HotDQ Hoard of the Dragon Queen Show
Notes:

Weapon (longbow), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed

Manual of Bodily Health very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare
5 lb.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Necklace of Prayer Beads rare Traded Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

Blessing: Bless
Curing: Cure wounds (2nd level) or lesser restoration
Favor: Greater restoration
Wind walking: Wind walk

Periapt of Wound Closure uncommon DDHC-TYP-3 D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Plate Armor +3 legendary DC-MIKE-01 The Clash for the Multiversal Championship DC-MIKE-01 The Clash for the Multiversal Championship Show
Notes:

Heavy armor, legendary

You have a +3 bonus to AC while wearing this armor.

This item is found in the Dungeon Master’s Guide.

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.

Rhythm Maker's Drum uncommon Level 5 Magic Item DDHC-HotDQ Hoard of the Dragon Queen Show
Notes:

Wondrous item, uncommon (+1), (requires attunement by a bard)

While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Ring of Free Action rare DDHC-RoT Rise of Tiamat (Hoard of Tiamat) DDHC-RoT Rise of Tiamat Show
Notes:

Ring, rare (requires attunement)
While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

Ruby of the War Mage common DC-MIKE-01 The Clash for the Multiversal Championship DC-MIKE-01 The Clash for the Multiversal Championship Show
Notes:

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

This item is found in Xanathar’s Guide to Everything.

The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.

Tankard of Plenty common DDHC-HotDQ Hoard of the Dragon Queen Show
Notes:

This golden stein is decorated with dancing dwarves and grain patterns.

If you speak the command word (“Illefarn”) while grasping the handle, the tankard fills with three pints of rich dwarven ale. The tankard has 3 charges. Using the tankard’s property expends 1 charge, and the tankard regains all expended charges daily at dawn.

The First Sword (Ascendant Amethyst Dragon’s Breath Weapon) legendary DDHC-SKT-3 D&D Adventurers League Service Awards 2025v2 Show
Notes:

Weapon, legendary (requires attunement)
Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

You gain a +3 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 3d6 damage of the type dealt by the dragon's breath weapon.

As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.

Flavor. The wide blade of this exquisite weapon is inlaid with draconic runes of violet amethyst. Its grip is fashioned in the shape of a coiled snake, with the pommel as its head.
The sword was initially created by yuan-ti smiths on the plane of Vudra. As a mundane blade, it was then lost by its wielder during a failed conquest of a dragon-ruled realm.
It gained its magic over centuries of languishing in an amethyst dragon’s hoard, before being recovered by a raid of conquering mariliths. The mariliths returned it to their home plane of Vudra, where it was often used as the first blade of its greatest champions, including — legends say — Shaktari herself.

Wand of Fear rare DDHC-RoT Rise of Tiamat DDHC-RoT Rise of Tiamat Show
Notes:

Wand, rare (requires attunement)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is 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 willingly move to a space within 30 feet of you. It also can’t take reactions. 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 use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.