Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
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
Warrior's Passkey
rare
DDHC-GOG-01 Giants of the Starforge (Theldin’s Favor)
DDHC-GOG-01 Giants of the Starforge
Show
Notes:
Wondrous item, rare (requires attunement)
Weapon
Martial weapon, melee weapon
15 gp, 3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key.
Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.
If you end your attunement to the item while it's in its sword form, it automatically reverts to its key form
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.
Ring of Acid Resistance
rare
DDHC-GOG-01 Giants of the Starforge
DDHC-GOG-01 Giants of the Starforge
Show
Notes:
Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Ring of Acid Resistance
rare
DDHC-GOG-01 Giants of the Starforge
DDHC-GOG-01 Giants of the Starforge
Show
Notes:
Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Sentinel Shield
uncommon
DDHC-DMM-6
Service Rewards S12b
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with the symbol of an eye.
Broom of Flying
uncommon
DDAL09-13
Service Rewards S12c
Show
Notes:
Wondrous Item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air.
It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place.
The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Goggles of Night
uncommon
DDAL07-4
Service Rewards S12b
Show
Notes:
Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Cloak of Displacement
rare
DDAL05-5
Service Rewards 50th Anniversary
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.
Bracers of Defense
rare
CCC-BMG-17
Service Rewards S12b
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Belt of Fire Giant Strength
very_rare
CCC-ALMOG-03
Service Rewards S12b
Show
Notes:
Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Portable Hole
rare
Keys from the Golden Vault - Shard of the Accursed
Show
Notes:
Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, 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 and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | 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 |
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Warrior's Passkey | rare | DDHC-GOG-01 Giants of the Starforge (Theldin’s Favor) | DDHC-GOG-01 Giants of the Starforge | Show | ||
Notes:
Wondrous item, rare (requires attunement) Weapon This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key. Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form. If you end your attunement to the item while it's in its sword form, it automatically reverts to its key form 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. |
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Ring of Acid Resistance | rare | DDHC-GOG-01 Giants of the Starforge | DDHC-GOG-01 Giants of the Starforge | Show | ||
Notes:
Ring, rare |
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Ring of Acid Resistance | rare | DDHC-GOG-01 Giants of the Starforge | DDHC-GOG-01 Giants of the Starforge | Show | ||
Notes:
Ring, rare |
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Sentinel Shield | uncommon | DDHC-DMM-6 | Service Rewards S12b | Show | ||
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with the symbol of an eye. |
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Broom of Flying | uncommon | DDAL09-13 | Service Rewards S12c | Show | ||
Notes:
Wondrous Item, uncommon This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. |
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Goggles of Night | uncommon | DDAL07-4 | Service Rewards S12b | Show | ||
Notes:
Wondrous item, uncommon |
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Cloak of Displacement | rare | DDAL05-5 | Service Rewards 50th Anniversary | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Bracers of Defense | rare | CCC-BMG-17 | Service Rewards S12b | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Belt of Fire Giant Strength | very_rare | CCC-ALMOG-03 | Service Rewards S12b | Show | ||
Notes:
Wondrous item, very rare (requires attunement) |
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Portable Hole | rare | Keys from the Golden Vault - Shard of the Accursed | Show | |||
Notes:
Wondrous item, rare You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, 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 and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |