Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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.

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

Wondrous item, rare (requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. 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 play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre 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.

Ioun Stone, Historical Knowledge rare DDAL00-06 Lost Laboratories of Kwalish Trade Log Show
Notes:

Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.

Ioun Stone of Insight very_rare DDHC-WBW04- Palace of Heart Desire DDHC-WBW04- Palace of Heart Desire Show
Notes:

Wondrous item, very rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.

Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

"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"....

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.

Leather Armor +2 very_rare DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Armor (light, medium, heavy), very rare

You have a +2 bonus to AC while wearing this armor.

A Leather Armor made out of Kings Gullob XIX "personal" royal leather collection.

Longsword of Vengeance uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

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

1d8 Slashing
Versatile (1d10)
Mastery: Sap
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.

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.

Mace of Terror rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Weapon (Mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Mastery: Sap
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While 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 make Opportunity Attacks. 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 take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.

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.

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.

Manual of Quickness Action very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare
5 lb.
This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Mithral Chain Mail uncommon DDHC-DotMM-18 Dungeon Level 18 DDHC-DotMM-18 Dungeon Level 18 Show
Notes:

Heavy armor (chain mail), uncommon
55 lb.

AC 16
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

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.

Moonlight Monocle uncommon DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Wondrous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Moon-Touched Rapier common PS-DC-BY-01 Beneath Yggdrasil PS-DC-BY-01 Beneath Yggdrasil Show
Notes:

Weapon (Rapier), Common
Martial Weapon, Melee Weapon
2 lb.

1d8 Piercing
Finesse
Mastery: Vex
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Necklace of Adaptation uncommon DDHC-EoR-01 Return from Neverdeath Graveyard DDHC-EoR Eve of Ruin Show
Notes:

Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.

Flavor. Engraved into it are the words "My breath is yours, Kevetta—take it”.

Pearl of Elocution common DDHC-WBW-PR Prelude: Lost Things Show
Notes:

Wondrous Item, common

When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak.

Periapt of Proof against Poison rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare (requires attunement)
1 lb.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage

Periapt of Wound Closure uncommon DDHC-WBW01-Tither DDHC-WBW01-Tither Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.