Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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.

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.

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.

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.

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.

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.

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.

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

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.

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

Weapon (Longsword). 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

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.

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.

Kyrzin’s Ooze very_rare DDAL-DRW-20 The Death of Szass Tam DDAL-DRW-20 The Death of Szass Tam Show
Notes:

Wondrous item, very rare (requires attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.

Resistant. While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition.

Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn.

Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn.

Symbiotic Nature. The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr.

Instrument of the Bards (Cli Lyre) rare DDHC-KftGV-13 Fire and Darkness DDHC-KftGV-13 Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Insignia of Claws uncommon DDHC-HotDQ Hoard of the Dragon Queen Show
Notes:

Wondrous item, uncommon

The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

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.

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.

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.