Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Mace of Terror common 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.

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 increases by 2, to a maximum of 30. 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.

Mithral Plate Armor uncommon DDHC-DotMM-10 Dungeon Level 10 Muiral's Gauntlet DDHC-DotMM-10 Dungeon Level 10 Show
Notes:

Heavy armor (plate armor), uncommon
65 lb.

AC 18
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 15, their speed is reduced by 10 feet.

Pipe of Smoke Monsters common DDHC-DMM Dungeon of the Mad Mage Level 3 DDHC-DMM Dungeon of the Mad Mage Level 3 Show
Notes:

Wondrous item, common
While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Piwafwi (Cloak of Elvenkind) uncommon DDHC-DotMM-10 Dungeon Level 10 Muiral's Gauntlet DDHC-DotMM-10 Dungeon Level 10 Show
Notes:

Wondrous item, uncommon (requires attunement)
This dark spider silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption.

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Ring of Resistance (Acid) rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.

Rope of Climbing uncommon DDHC-DMM Dungeon of the Mad Mage Level 3 DDHC-DMM Dungeon of the Mad Mage Level 3 Show
Notes:

Wondrous item, uncommon
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.

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.

Scintilmorn rare DDHC-DotMM-18 Dungeon Level 18 DDHC-DotMM-18 Dungeon Level 18 Show
Notes:

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

1d8 Radiant
Finesse, Versatile (1d10)
Mastery: Sap
This item appears to be a sword hilt.

Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.

You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.

Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Sentinel Shield uncommon DDHC-DMM Dungeon of the Mad Mage Level 3 DDHC-DMM Dungeon of the Mad Mage Level 3 Show
Notes:

Shield (shield), uncommon
6 lb.

AC +2
While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.

Staff of Flowers common DDHC-DMM Dungeon of the Mad Mage Level 3 DDHC-DMM Dungeon of the Mad Mage Level 3 Show
Notes:

Staff, weapon, common
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This wooden staff has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of yourself, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns into flower petals and is lost forever.

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.

Staff of Withering rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Tome of Leadership and Influence very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Wondrous item, very rare
5 lb.
This book contains guidelines for influencing and charming others, 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 Charisma increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Vicious Halberd rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Weapon (Halberd), rare
Martial weapon, melee weapon
6 lb.

1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Cleave
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Vicious Heavy Crossbow rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Weapon (Hand Crossbow), rare
Martial weapon, ranged weapon
3 lb.

1d6 Piercing
Ammunition (Range 30/120 ft.; Bolt), Light, Loading
Mastery: Vex
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Vicious Quarterstaff rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Weapon (Quarterstaff), rare
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Vicious Shortsword rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Weapon (Shortsword), rare
Martial weapon, melee weapon
2 lb.

1d6 Piercing
Finesse, Light
Mastery: Vex
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Wakened Amethyst Dragon's Wrath Hand Crossbow very_rare Traded Trade Log Show
Notes:

Weapon (Hand Crossbow), Very Rare (Requires Attunement)
Martial Weapon, Ranged Weapon
3 lb.

1d6 Piercing
Ammunition (Range 30/120 ft.; Bolt), Light, Loading
Mastery: Vex
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 force damage.

You gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 force damage.

As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 force damage 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.

Wakened Crystal Dragon's Wrath Hand Crossbow very_rare Story Award: House Moonstar Award Trade Log Show
Notes:

Weapon (Hand Crossbow), Very Rare (Requires Attunement)
Martial Weapon, Ranged Weapon
3 lb.

1d6 Piercing
Ammunition (Range 30/120 ft.; Bolt), Light, Loading
Mastery: Vex
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 radiant damage.

You gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 radiant damage.

As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 radiant damage 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.

Wand of Fireballs common DDHC-DMM Dungeon of the Mad Mage Level 3 DDHC-DMM Dungeon of the Mad Mage Level 3 Show
Notes:

Wand, rare (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.