Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
Manual of Bodily Health
very_rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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.
Manual of Gainful Exercise
very_rare
Traded
Trade Log
Show
Notes:
Wondrous item, very rare
5 lb.
This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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.
+1 Plate Armor
rare
D&D Adventurers League Service Awards 2025v2
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Heavy armor, rare
65 lb.
AC 18
You have a +1 bonus to AC while wearing this armor.
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.
Rope of Entanglement
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Ring of Feather Falling
rare
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Flavor. A bat-shaped amulet that has the properties of a ring of feather falling.
Staff of the Woodlands
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Staff, weapon, rare (requires attunement by a druid)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Animal Friendship 1
Awaken 5
Barkskin 2
Locate Animals or Plants 2
Pass without Trace 2
Speak with Animals 1
Speak with Plants 3
Wall of Thorns 6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
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: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Wand of the War Mage +2
rare
DDHC-WBW01-Hither
DDHC-WBW01-Hither
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Bracers of Defense
rare
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
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.
Leather Armor +1
rare
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Light armor, rare
10 lb.
AC 11 + Dex
You have a +1 bonus to AC while wearing this armor.
"Junipers Embrace" (Cloak of Displacement)
rare
DDHC-WBW01-Hither
DDHC-WBW01-Hither
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear this cloak, it 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 you are incapacitated, restrained, or otherwise unable to move.
Made out of White Feathers that once belonged to a Owlbear called "Juniper"....
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.
Woodcutter's Axe
rare
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Weapon
Weapon (Greataxe), rare
30 gp, 7 lb.
1d12 Slashing
Heavy, Two‑Handed
Mastery: Cleave
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn't being worn or carried, the attack deals an extra 2d6 slashing damage on a hit.00
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.
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.
Boots of Levitation
rare
DDHC-WBW04- Palace of Heart Desire
DDHC-WBW04- Palace of Heart Desire
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear these boots, you can cast Levitate on yourself.
Stone of Good Luck
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
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.
Bracers of Defense
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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.
Scissors of Shadow Snipping
rare
DDHC-WBW01-Yon
DDHC-WBW01-Yon
Show
Notes:
Wondrous item, rare (requires attunement by a fey or a spellcaster)
As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can't be used again until the next dawn.
The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:
You control the shadow's movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can't speak, and it doesn't require air, sleep, or nourishment.
You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow's Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
+1 Chain Mail
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Heavy armor, rare
55 lb.
AC 16
You have a +1 bonus to AC while wearing this armor.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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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| Manual of Bodily Health | very_rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous item, very rare |
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| Manual of Gainful Exercise | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, very rare |
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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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| +1 Plate Armor | rare | D&D Adventurers League Service Awards 2025v2 | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Heavy armor, rare 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. |
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| Rope of Entanglement | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. |
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| Ring of Feather Falling | rare | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
|
Notes:
Ring, rare (requires attunement) Flavor. A bat-shaped amulet that has the properties of a ring of feather falling. |
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| Staff of the Woodlands | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Staff, weapon, rare (requires attunement by a druid) Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. 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: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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| Wand of the War Mage +2 | rare | DDHC-WBW01-Hither | DDHC-WBW01-Hither | Show | ||
|
Notes:
Wand, rare (requires attunement by a spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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| Bracers of Defense | rare | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| Leather Armor +1 | rare | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
|
Notes:
Light armor, rare |
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| "Junipers Embrace" (Cloak of Displacement) | rare | DDHC-WBW01-Hither | DDHC-WBW01-Hither | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) While you wear this cloak, it 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 you are incapacitated, restrained, or otherwise unable to move. Made out of White Feathers that once belonged to a Owlbear called "Juniper".... |
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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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| Woodcutter's Axe | rare | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
|
Notes:
Weapon You have a +1 bonus to attack and damage rolls made with this magic weapon. When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn't being worn or carried, the attack deals an extra 2d6 slashing damage on a hit.00 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. 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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| Boots of Levitation | rare | DDHC-WBW04- Palace of Heart Desire | DDHC-WBW04- Palace of Heart Desire | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| Stone of Good Luck | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Bracers of Defense | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| Scissors of Shadow Snipping | rare | DDHC-WBW01-Yon | DDHC-WBW01-Yon | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a fey or a spellcaster) As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can't be used again until the next dawn. The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow: You control the shadow's movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can't speak, and it doesn't require air, sleep, or nourishment. |
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| +1 Chain Mail | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Heavy armor, rare The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. |
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| Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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