Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
+3 Studded Leather Armor legendary Traded Trade Log Show
Notes:

Light armor (studded leather armor), legendary
13 lb.

AC 12 + Dex
You have a +3 bonus to AC while wearing this armor.

+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.

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

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.

The Right Chakram of Shar (Defender scimitar with Guardian Property) legendary FR-DC-PANDORA-JWEI-S2-07 D&D Adventurers League Service Awards 2025v2 Show
Notes:

Weapon (scimitar), legendary (requires attunement)

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.

The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class.

For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.

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

Flavor: This chakram is forged in pair with the malic, sorrow, hatred, and despair of Shar all poured into its forging process. It is coated with a layer of shadow weave mthen folded and sharpened to an unimaginable extent. Every arc it does, every swing it takes, traces of stars can be seen in its trail. This chakram appears to be a non-sentient weapon. Only the Left Chakram of Shar knew what had happened to her sister.

Pipe of Remembrance common FR-DC-CN-01 Calimshani Nights FR-DC-CN-01 Calimshani Nights Show
Notes:

Wondrous item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.

Nightsinger legendary FR-DC-CN-01 Calimshani Nights FR-DC-CN-01 Calimshani Nights Show
Notes:

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

1d6 Slashing
Mastery: Vex

Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.

Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals.

Illusion (Minor Property)

Powerful magic was woven into this blade, the wielder is able to call upon this latent magic to conceal the weapon. Usually letting it look like a non threatening object.

Appearance. The blade of this sword is black as the night sky, it seems to swallow all light that reaches it and only in total darkness one can see the many purple runes etched into the blade itself. The blade itself seems to be more like a living shadow than an actual blade since it is always wreathed in misty darkness.

Whose blade. This sword belonged to one of the first Spellblades who was blessed with it by Shar herself.

Name & tale. This sword was originally a relic of Selune which was stolen by the Spellblades and corrupted by their goddess Shar. Now it serves their dark purposes.

Attunement Rite (flavor only)
To attune to this blade the wielder has to pledge their loyalty to the Spellblades cause. To answer whenever they call and to serve as an assassin in the shadow. Otherwise the blade refuses to attune to any wielder that would deny this offering.

Dark Runes of the Blade
Nightsinger is especially sharp and has gotten only sharper with every life it took. Attack and Damage rolls are increased by an +3 as the blade leeches the life out of its targets. This thirst for sending creatures into oblivion also manifests in Nightsinger dealing an extra 3d6 Force damage.

Nightsinger can move to an extent on its own, when the wielder stabs another creature it instinctively moves itself to slice in direction of vital organs. Through that Nightsinger achieves critical hits on a 19-20

When an enemy is out of reach Nightsinger can be controlled by the wielders mind to fly 20/60ft towards their target, slicing on its own through it. Afterwards it instantly dissapears in an shadowy mist, reappearing in its masters hand.

Nightsinger's Personality
Loyal Hound: Nightsinger is loyal towards the Spellblade's cause. If the wielder goes against a call or the will of the Spellblade's leaders it might even unattune itself after a lot of complaints.

Loves Music: Nightsinger loves dark and eery music, usually humming its own tunes in the head of its wielder.

Thirst for Death: Nightsinger longs to send creatures to their oblivion, every time the wielder kills a creature they feel a slight approval from the sword.

Shar's Veil unique FR-DC-CN-01 Calimshani Nights FR-DC-CN-01 Calimshani Nights Show
Notes:

Wondrous item, unique.

Once per long rest, while you wear this purple and black, shadowy veil, it gives the illusion of death and decay for 1 hour. Lying motionless, your body appears to be dead. In motion, you appear to be an undead creature, but your creature type is not changed to undead. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on a DC 13 Intelligence (Investigation) check.

Dwarven Plate Armor very_rare DDHC-TYP-6 Service Rewards 50th Anniversary 1.2 Show
Notes:

Heavy armor, very rare
65 lb.

AC 18
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Tome of Clear Thought very_rare DDHC-TYP-6 D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous item, very rare
5 lb.
This book contains memory and logic exercises, 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 Intelligence increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Eagle Whistle common DDHC-TYP-3 Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, rare
1 lb.
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.

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.

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.

Driftglobe uncommon DDHC-RoT Rise of Tiamat DDHC-RoT Rise of Tiamat 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.

Dagger +1 uncommon DDHC-RoT Rise of Tiamat DDHC-RoT Rise of Tiamat Show
Notes:

Weapon (dagger), uncommon

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

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

Dagger +1 uncommon DDHC-RoT Rise of Tiamat DDHC-RoT Rise of Tiamat Show
Notes:

Weapon (dagger), uncommon

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

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

Dagger +1 uncommon DDHC-RoT Rise of Tiamat DDHC-RoT Rise of Tiamat Show
Notes:

Weapon (dagger), uncommon

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

Proficiency with a dagger 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 Rise of Tiamat DDHC-RoT Rise of Tiamat 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.

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.

Dragontooth Dagger rare DDHC-RoT Rise of Tiamat DDHC-RoT Rise of Tiamat Show
Notes:

Weapon, rare

A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.

You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.

Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.