Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Pearl of Power
uncommon
SJ-DC-ARQ-01 Welcome to the Arquëon System
SJ-DC-ARQ-01 Welcome to the Arquëon System
Show
Notes:
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.
Saddle of the Cavalier
uncommon
DDHC-CM-03 Book of the Raven
DDHC-CM-03 Book of the Raven
Show
Notes:
Saddle of the Cavalier
Wondrous item, uncommon
While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.
Bag of Holding
uncommon
DDHC-CM-05 Shemshime's Bedtime Rhyme
DDHC-CM-05 Shemshime's Bedtime Rhyme
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Bloodwell Vial(+1)
uncommon
level 5 magic item
level 5 magic item
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Radiance
uncommon
DDHC-CM-06 The Price of Beauty
DDHC-CM-06 The Price of Beauty
Show
Notes:
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Serpent Scale armor
uncommon
DDHC-CM-07 The Book of Cylinders
DDHC-CM-07 The Book of Cylinders
Show
Notes:
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Lantern of Revealing
uncommon
DDHC-CM-07 The Book of Cylinders
DDHC-CM-07 The Book of Cylinders
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Boots of the Winterland
uncommon
DDHC-CM-11 Zikran's Zephyrean Tome
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Notes:
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Sentinel Shield
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
Trade Log
Show
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Sword of Vengeance(glaive)
uncommon
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword 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 sword, 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 sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage 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 sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Iron Bands of silvarro
rare
DDHC-CM-11 Zikran's Zephyrean Tome
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Notes:
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Cli Lyre
rare
DDHC-CM-12 The Curious Tale of Wisteria Vale
DDHC-CM-12 The Curious Tale of Wisteria Vale
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 use an action to play the instrument and cast one of its spells. Once the instrument 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.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Ring of resistance (Psychic)
rare
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Source: Dungeon Master's Guide
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
Gem of Seeing
rare
DDHC-TftYP-Tomb of Horrors
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Ring of Protection
rare
DDHC-TftYP-Tomb of Horrors
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Berserker Axe(greataxe)
rare
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear
Ring of the Ram
rare
DDHC-CM-05 Shemshime's Bedtime Rhyme
DDHC-CM-05 Shemshime's Bedtime Rhyme
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Chime of Opening
rare
DDHC-CM-07 The Book of Cylinders
DDHC-CM-07 The Book of Cylinders
Show
Notes:
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Amulet of Health
rare
Trade Log
Show
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
Censer of Controlling air elementals
rare
DDHC-CM-11 Zikran's Zephyrean Tome
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Notes:
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Pearl of Power | uncommon | SJ-DC-ARQ-01 Welcome to the Arquëon System | SJ-DC-ARQ-01 Welcome to the Arquëon System | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. |
||||||
| Saddle of the Cavalier | uncommon | DDHC-CM-03 Book of the Raven | DDHC-CM-03 Book of the Raven | Show | ||
|
Notes:
Saddle of the Cavalier While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage. |
||||||
| Bag of Holding | uncommon | DDHC-CM-05 Shemshime's Bedtime Rhyme | DDHC-CM-05 Shemshime's Bedtime Rhyme | Show | ||
|
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
||||||
| Bloodwell Vial(+1) | uncommon | level 5 magic item | level 5 magic item | Show | ||
|
Notes:
Source: Tasha's Cauldron of Everything Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
||||||
| Radiance | uncommon | DDHC-CM-06 The Price of Beauty | DDHC-CM-06 The Price of Beauty | Show | ||
|
Notes:
Radiance Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
||||||
| Serpent Scale armor | uncommon | DDHC-CM-07 The Book of Cylinders | DDHC-CM-07 The Book of Cylinders | Show | ||
|
Notes:
Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. |
||||||
| Lantern of Revealing | uncommon | DDHC-CM-07 The Book of Cylinders | DDHC-CM-07 The Book of Cylinders | Show | ||
|
Notes:
Lantern of Revealing While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
||||||
| Boots of the Winterland | uncommon | DDHC-CM-11 Zikran's Zephyrean Tome | DDHC-CM-11 Zikran's Zephyrean Tome | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. |
||||||
| Sentinel Shield | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | Trade Log | Show | ||
|
Notes:
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
||||||
| Sword of Vengeance(glaive) | uncommon | DDHC-TftYP-Tomb of Horrors | Show | |||
|
Notes:
Weapon (any sword), uncommon (requires attunement) Curse. This sword 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 sword, 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 sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage 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 sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
||||||
| Iron Bands of silvarro | rare | DDHC-CM-11 Zikran's Zephyrean Tome | DDHC-CM-11 Zikran's Zephyrean Tome | Show | ||
|
Notes:
Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |
||||||
| Cli Lyre | rare | DDHC-CM-12 The Curious Tale of Wisteria Vale | DDHC-CM-12 The Curious Tale of Wisteria Vale | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 use an action to play the instrument and cast one of its spells. Once the instrument 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
||||||
| Ring of resistance (Psychic) | rare | DDHC-TftYP-Tomb of Horrors | Show | |||
|
Notes:
Source: Dungeon Master's Guide Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. |
||||||
| Gem of Seeing | rare | DDHC-TftYP-Tomb of Horrors | DDHC-TftYP-Tomb of Horrors | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) The gem regains 1d3 expended charges daily at dawn. |
||||||
| Ring of Protection | rare | DDHC-TftYP-Tomb of Horrors | DDHC-TftYP-Tomb of Horrors | Show | ||
|
Notes:
Ring, rare (requires attunement) |
||||||
| Berserker Axe(greataxe) | rare | DDHC-TftYP-Tomb of Horrors | Show | |||
|
Notes:
Weapon (any axe), rare (requires attunement) Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear |
||||||
| Ring of the Ram | rare | DDHC-CM-05 Shemshime's Bedtime Rhyme | DDHC-CM-05 Shemshime's Bedtime Rhyme | Show | ||
|
Notes:
Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. |
||||||
| Chime of Opening | rare | DDHC-CM-07 The Book of Cylinders | DDHC-CM-07 The Book of Cylinders | Show | ||
|
Notes:
Chime of Opening This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
||||||
| Amulet of Health | rare | Trade Log | Show | |||
|
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. |
||||||
| Censer of Controlling air elementals | rare | DDHC-CM-11 Zikran's Zephyrean Tome | DDHC-CM-11 Zikran's Zephyrean Tome | Show | ||
|
Notes:
Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
||||||