Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Dawnpetal Oath-Ring (Ring of Spell Turning)
legendary
DDHC-WDH-B
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.
Fashioned through the unlikely alliance of dwarf-smiths and elven gem-singers, the ring is carved entirely from moon-pale mithral that has been dark-patinated to resemble the weathered bark of an ancient cherry tree. Two slender “branches” spiral around one another to form the band, each twist bearing miniature blossoms polished to bright silver so they glimmer against the dusky texture beneath.
At the point where the branches meet, they unfurl to cradle a single flower cut from translucent rose quartz—its five petals soft with dawn-pink marbling—and, at the very center, a spray of hair-fine golden stamens tipped with perfect bead-like anthers.
The inside of the shank is smooth and cool, curving around the finger with the inscription "Forever yours, E." etched deep enough to outlast centuries yet flowing like a lover’s quickened handwriting. Light as a breath and warm to the touch, the piece feels less like metal and stone than a living bough caught at the first blush of spring, promising that love, once budded, will bloom forever.
What few know is that the ring is not merely beautiful—it is enchanted by Zybilna, known to some as Tasha, the archfey sorceress of unparalleled cunning and grace. Woven into its design is a subtle, protective magic: a ward of unseen blossomlight that shields the wearer from harm. Should danger near, the petals seem to shimmer faintly, and for a heartbeat, the air carries the scent of spring rain on cherry blossoms. This enchantment, born of fae love and mortal craftsmanship, ensures that those who wear the Dawnpetal Oath-Ring are never truly alone, even in the shadow of peril.
Demon Skin (Plate)
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Heavy armor, rare (requires attunement)
65 lb.
AC 18
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn't impose 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-KftGV-05 - Tockworth's Clockworks
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.
You can issue another command as a Magic 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.
Driftglobe
uncommon
DDHC-EoR-01 Return from Neverdeath Graveyard
DDHC-EoR Eve of Ruin
Show
Notes:
Wondrous item, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.
You can issue another command as a Magic 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.
Flavor. A map of the gate towns of the Outlands is carved on it.
Dwarven Half Plate Armor
very_rare
Traded
Trade Log
Show
Notes:
Medium armor (half plate armor), very rare
40 lb.
AC 15 + Dex (max 2)
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.
Eldritch Staff
very_rare
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
Eyes of Minute Seeing
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Figurine of Wondrous Power, Bronze Griffon
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
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.
Flame Tongue Longsword
rare
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Weapon, rare (requires attunement)
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
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.
Folding Boat
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Wondrous item, rare
4 lb.
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.
Fold-Up Friend
common
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
Wondrous Item, common
While this cut-out parchment character is withing 5 feet of you, you can command it to walk, play, dance, or follow you. The fold-up friend cannot take actions and cannot manipulate objects. It has AC 12 and 1 hit point.
Gem of Seeing
rare
DDHC-EoR Eve of Ruin
DDHC-EoR Eve of Ruin
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Ghost Step Tattoo
very_rare
FR-DC-Vex-Vermin Exterminators
FR-DC-Vex-Vermin Exterminators
Show
Notes:
Wondrous item (tattoo), very rare (requires attunement)
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can't be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Minor Property, Harmonious this item needs only 1min to attune.
Giants Gloves
common
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
Wondrous Item, common
While wearing these oversized gloves, your hands magically expand to fill their volume. You gain no benefit from this.
Goggles of Night
uncommon
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
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.
Golden Flywheel
uncommon
DDHC-EoR-01 Return from Neverdeath Graveyard
DDHC-EoR Eve of Ruin
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
"The gold-colored flywheel is magical and has the properties of a Stone of Good Luck."
Hag Eye
uncommon
DDHC-WBW01-Tither
DDHC-WBW01-Tither
Show
Notes:
Wondrous item, uncommon
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.
Coven Sensor. The Hag Eye is usually entrusted to a hag's minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.
Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can't perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.
Halberd +1
uncommon
Level 5 Magic Item
DDHC-WBW01-Tither
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, melee weapon
6 lb. Mastery: Cleave
1d10 slashing - Heavy, Reach, Two‑Handed
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Helm of Telepathy
uncommon
DDHC-WBW01-Hither
DDHC-WBW01-Hither
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Iggwilv's Horn
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Wondrous item, rare (requires attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can't be used to cast that spell again until the next dawn.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Dawnpetal Oath-Ring (Ring of Spell Turning) | legendary | DDHC-WDH-B | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Ring, legendary (requires attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC. Fashioned through the unlikely alliance of dwarf-smiths and elven gem-singers, the ring is carved entirely from moon-pale mithral that has been dark-patinated to resemble the weathered bark of an ancient cherry tree. Two slender “branches” spiral around one another to form the band, each twist bearing miniature blossoms polished to bright silver so they glimmer against the dusky texture beneath. At the point where the branches meet, they unfurl to cradle a single flower cut from translucent rose quartz—its five petals soft with dawn-pink marbling—and, at the very center, a spray of hair-fine golden stamens tipped with perfect bead-like anthers. The inside of the shank is smooth and cool, curving around the finger with the inscription "Forever yours, E." etched deep enough to outlast centuries yet flowing like a lover’s quickened handwriting. Light as a breath and warm to the touch, the piece feels less like metal and stone than a living bough caught at the first blush of spring, promising that love, once budded, will bloom forever. What few know is that the ring is not merely beautiful—it is enchanted by Zybilna, known to some as Tasha, the archfey sorceress of unparalleled cunning and grace. Woven into its design is a subtle, protective magic: a ward of unseen blossomlight that shields the wearer from harm. Should danger near, the petals seem to shimmer faintly, and for a heartbeat, the air carries the scent of spring rain on cherry blossoms. This enchantment, born of fae love and mortal craftsmanship, ensures that those who wear the Dawnpetal Oath-Ring are never truly alone, even in the shadow of peril. |
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| Demon Skin (Plate) | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Heavy armor, rare (requires attunement) While wearing the armor, you have resistance to poison damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
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| Driftglobe | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
|
Notes:
Wondrous item, uncommon You can issue another command as a Magic 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. |
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| Driftglobe | uncommon | DDHC-EoR-01 Return from Neverdeath Graveyard | DDHC-EoR Eve of Ruin | Show | ||
|
Notes:
Wondrous item, uncommon You can issue another command as a Magic 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. Flavor. A map of the gate towns of the Outlands is carved on it. |
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| Dwarven Half Plate Armor | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Medium armor (half plate armor), very rare The wearer has Disadvantage on Dexterity (Stealth) checks. |
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| Eldritch Staff | very_rare | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
|
Notes:
Staff, very rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy. Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage. Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage. |
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| Eyes of Minute Seeing | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Figurine of Wondrous Power, Bronze Griffon | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | 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. |
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| Flame Tongue Longsword | rare | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
|
Notes:
Weapon, rare (requires attunement) 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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| Folding Boat | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous item, rare 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. |
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| Fold-Up Friend | common | DDHC-WBW-PR Prelude: Lost Things | Show | |||
|
Notes:
Wondrous Item, common While this cut-out parchment character is withing 5 feet of you, you can command it to walk, play, dance, or follow you. The fold-up friend cannot take actions and cannot manipulate objects. It has AC 12 and 1 hit point. |
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| Gem of Seeing | rare | DDHC-EoR Eve of Ruin | DDHC-EoR Eve of Ruin | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) The gem regains 1d3 expended charges daily at dawn. |
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| Ghost Step Tattoo | very_rare | FR-DC-Vex-Vermin Exterminators | FR-DC-Vex-Vermin Exterminators | Show | ||
|
Notes:
Wondrous item (tattoo), very rare (requires attunement) Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Minor Property, Harmonious this item needs only 1min to attune. |
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| Giants Gloves | common | DDHC-WBW-PR Prelude: Lost Things | Show | |||
|
Notes:
Wondrous Item, common While wearing these oversized gloves, your hands magically expand to fill their volume. You gain no benefit from this. |
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| Goggles of Night | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Golden Flywheel | uncommon | DDHC-EoR-01 Return from Neverdeath Graveyard | DDHC-EoR Eve of Ruin | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Hag Eye | uncommon | DDHC-WBW01-Tither | DDHC-WBW01-Tither | Show | ||
|
Notes:
Wondrous item, uncommon Coven Sensor. The Hag Eye is usually entrusted to a hag's minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously. Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can't perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends. |
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| Halberd +1 | uncommon | Level 5 Magic Item | DDHC-WBW01-Tither | Show | ||
|
Notes:
Weapon, uncommon 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. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
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| Helm of Telepathy | uncommon | DDHC-WBW01-Hither | DDHC-WBW01-Hither | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
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| Iggwilv's Horn | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) Once the horn has been used to cast a spell, it can't be used to cast that spell again until the next dawn. |
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