Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Unbreakable arrow
common
CCC-KUMORI-0204 To Be the Very Best
Show
Shortbow+1
common
DDAL08-02 Beneath the City of theDead
Show
Selfaril’s Soul Gem (Ruby of the War Mage)
common
CCC-GAD01-01 Broken Blade
Show
Notes:
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This jagged piece of ruby was once part of the gem that housed Selfaril Uoumdolphin’s soul. Even now it seems to hold a small piece of his vitality.
Clockwork amulet
common
CCC-NBDD01-02 Where Can She Be?
Show
Notes:
Clockwork Amulet
Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. This item appears as a nice pocket watch.
4x6 Carpet of flying
very_rare
DDHC-TYP Tales from the Yawning Portal tomb of horrors
Show
Notes:
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 4 ft. × 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Tome of Understanding
very_rare
DDHC-TYP Tales from the Yawning Portal tomb of horrors
Show
Notes:
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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Helm of Brilliance
very_rare
DDHC-TYP Tales from the Yawning Portal tomb of horrors
Show
Notes:
This dazzling helm is set with 8 diamonds, 4, 13, and 25 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
As long as the helm has at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Scintilmorn (sunblade)
rare
Trade Log
Show
Notes:
The Sun Blade's name is Scintilmorn. The hilt is carved to resemble a bronze dragon with its wings spread and its mouth agape. It's original purpose is to destroy vampires and other creatures of the night Weapon (longsword), rare (requires attunement) Major tier Martial weapon, melee weapon 3 lb. 1d8 radiant - finesse, versatile (1d10) This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack 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. 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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
+1 Moon Sickle
uncommon
Renown
Show
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
Simple weapon, melee weapon
2 lb. 1d4 slashing - light
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Manual of Quickness of Action
very_rare
Trade Log
Show
Notes:
Wondrous item, very rare
Major tier
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.
+2 Shortbow
common
Trade Log
Show
Wooden Animated Shield
very_rare
DDEP05-02 The Ark of the Mountains
Show
Notes:
Armor (shield), very rare (requires attunement)
The enormous shield is etched with images of Annam the All-Father holding court over the gods of the “lesser races”. While you’re attuned to the shield, you cannot tell lies. This item can be found in the Dungeon Master’s Guide.
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Ring of Shooting Stars
very_rare
DDEP05-02 The Ark of the Mountains
Show
Notes:
This ring appears to be made of pure light with motes of twinkling radiance dancing around within. When used, rainbow-colored sparks dance around the wearer’s hand. This item can be found in the Dungeon Master’s Guide.
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Frostbrand Scimitar
very_rare
DDEP05-02 The Ark of the Mountains
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
The Red Baron of Nelanther awarded these rime-coated scimitars to his most favored pirates. This item can be found in the Dungeon Master’s Guide.
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Ioun Stone of Regeneration
legendary
DDEX03-04 It's all in the Blood
Show
Notes:
Ioun Stone of Regeneration, wondrous item, legendary (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 regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. A description of this item can be found in the Dungeon Master’s Guide.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Unbreakable arrow | common | CCC-KUMORI-0204 To Be the Very Best | Show | |||
| Shortbow+1 | common | DDAL08-02 Beneath the City of theDead | Show | |||
| Selfaril’s Soul Gem (Ruby of the War Mage) | common | CCC-GAD01-01 Broken Blade | Show | |||
|
Notes:
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This jagged piece of ruby was once part of the gem that housed Selfaril Uoumdolphin’s soul. Even now it seems to hold a small piece of his vitality. |
||||||
| Clockwork amulet | common | CCC-NBDD01-02 Where Can She Be? | Show | |||
|
Notes:
Clockwork Amulet |
||||||
| 4x6 Carpet of flying | very_rare | DDHC-TYP Tales from the Yawning Portal tomb of horrors | Show | |||
|
Notes:
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A 4 ft. × 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. |
||||||
| Tome of Understanding | very_rare | DDHC-TYP Tales from the Yawning Portal tomb of horrors | Show | |||
|
Notes:
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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
||||||
| Helm of Brilliance | very_rare | DDHC-TYP Tales from the Yawning Portal tomb of horrors | Show | |||
|
Notes:
This dazzling helm is set with 8 diamonds, 4, 13, and 25 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. |
||||||
| Scintilmorn (sunblade) | rare | Trade Log | Show | |||
|
Notes:
The Sun Blade's name is Scintilmorn. The hilt is carved to resemble a bronze dragon with its wings spread and its mouth agape. It's original purpose is to destroy vampires and other creatures of the night Weapon (longsword), rare (requires attunement) Major tier Martial weapon, melee weapon 3 lb. 1d8 radiant - finesse, versatile (1d10) This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack 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. 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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
||||||
| +1 Moon Sickle | uncommon | Renown | Show | |||
|
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. |
||||||
| Manual of Quickness of Action | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous item, very rare |
||||||
| +2 Shortbow | common | Trade Log | Show | |||
| Wooden Animated Shield | very_rare | DDEP05-02 The Ark of the Mountains | Show | |||
|
Notes:
Armor (shield), very rare (requires attunement) The enormous shield is etched with images of Annam the All-Father holding court over the gods of the “lesser races”. While you’re attuned to the shield, you cannot tell lies. This item can be found in the Dungeon Master’s Guide. While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. |
||||||
| Ring of Shooting Stars | very_rare | DDEP05-02 The Ark of the Mountains | Show | |||
|
Notes:
This ring appears to be made of pure light with motes of twinkling radiance dancing around within. When used, rainbow-colored sparks dance around the wearer’s hand. This item can be found in the Dungeon Master’s Guide. While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage |
||||||
| Frostbrand Scimitar | very_rare | DDEP05-02 The Ark of the Mountains | Show | |||
|
Notes:
Weapon (scimitar), very rare (requires attunement) The Red Baron of Nelanther awarded these rime-coated scimitars to his most favored pirates. This item can be found in the Dungeon Master’s Guide. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. |
||||||
| Ioun Stone of Regeneration | legendary | DDEX03-04 It's all in the Blood | Show | |||
|
Notes:
Ioun Stone of Regeneration, wondrous item, legendary (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 regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. A description of this item can be found in the Dungeon Master’s Guide. |
||||||