Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
+2 Longbow rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Weapon (Longbow), rare
Martial weapon, ranged weapon
2 lb.

1d8 Piercing
Ammunition (Range 150/600 ft.; Arrow), Heavy, Two‑Handed
Mastery: Slow
You have a +2 bonus to attack and damage rolls made with this magic weapon.

+3 Musket very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Weapon (Musket), very rare
Martial weapon, ranged weapon, firearm
10 lb.

1d12 Piercing
Ammunition (Range 40/120 ft.; Firearm Bullet), Loading, Two‑Handed
Mastery: Slow
You have a +3 bonus to attack and damage rolls made with this magic weapon.

Dwarven Half Plate very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix 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.

Horn of Blasting rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Wondrous item, rare
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage.

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.

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.

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.

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 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.

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.

Tome of Understanding very_rare Traded Trade Log Show
Notes:

Wondrous Item, Very Rare
5 lb.
This book contains intuition and insight 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 Wisdom increases by 2, to a maximum of 30. 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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Bronze Griffon Figurine of Wondrous Power 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.

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.

Brazier of Commanding Fire Elementals rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Wondrous Item, Rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way 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.

Blessing of Understanding unique DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Blessing
Your Wisdom score increases by 2, up to a maximum of 22.

Wondrous Item, Very Rare (Requires Attunement by a Cleric or Paladin) 1 lb. This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. rare +3 Amulet of the Devout Trade Log Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Cleric or Paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.