Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Periapt of Wound Closure
uncommon
FR-DC-BTW 02 Fathers Curse
FR-DC-BTW 02 Fathers Curse
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Periapt of Wound Closure
uncommon
FR-DC-MBM-02 Back To Blighty
FR-DC-MBM-02 Back To Blighty
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you gain the following benefits:
Life Preservation
Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost
Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Minor Property: Beacon
You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
History: A Halfling's Blessing
In an hour of need, the Halfling girl Wiprys Stonebead helped you by giving up her most precious possession: her family's heirloom and a symbol of their faith to the goddess Sheela Peryroyl
.
Orb of Direction
common
FR-DC-BTW 02 Fathers Curse
FR-DC-BTW 02 Fathers Curse
Show
Notes:
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
Mystery Key
common
Fr-DC-BTW-04 Fathers Decision
Fr-DC-BTW-04 Fathers Decision
Show
Notes:
Wondrous Item, Common
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.
Mystery Key
common
FR-DC-MBM-01 Back To The Big Guy
FR-DC-MBM-01 Back To The Big Guy
Show
Notes:
Source: Xanathar's Guide to Everything
Wondrous item, common
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.
Mind Crystal (Heightened)
rare
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Rare
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.
When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.
Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.
Manual of Quickness of Action
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wondrous Item, Very Rare
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.
Longbow +2
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Instrument of the Bards; Mac-Fuirmidh Cittern
uncommon
CCC-GSP01-01 A Dragon’s Breath
CCC-GSP01-01 A Dragon’s Breath
Show
Notes:
Wondrous item, instrument, uncommon (requires attunement by a bard)
2 lb.
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. 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.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Horn of Blasting
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Hat of Wizardry
common
FR-DC-BTW 01 Fathers Conscience
FR-DC-BTW 01 Fathers Conscience
Show
Notes:
Wondrous Item, Common (Requires Attunement by a Wizard)
This helmet is made out of metal. It was used by miners to cast light in its lamp.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
Hat of Wizardry
common
FR-DC-MBM-02 Back To Blighty
FR-DC-MBM-02 Back To Blighty
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This cone-shaped hat is adorned with moons and stars.
While you are wearing it, you gain the following benefits:
Spellcasting Focus
You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell
As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.
Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
History:
You shot this hat and it survived! Maybe it will help you survive as well.
Gloves of Thievery
uncommon
DDHC-KftGV-08 Vidorants Vault
DDHC-KftGV-08 Vidorants Vault
Show
Notes:
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Githyanki Earring (Ear Horn of Hearing)
common
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Common
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.
Sentinel. This item glows faintly when aberrations are within 120 feet of it.
This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.
Flame Tongue (Longsword)
rare
DDHC-KftGV Heart of Ashes
DDHC-KftGV Heart of Ashes
Show
Notes:
Weapon (longsword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Dwarven Half Plate
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
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.
Cube of Force(Golden vault reward)
rare
DDHC-KftGV-08 Vidorants Vault
DDHC-KftGV-08 Vidorants Vault
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Mage Armor
1
Shield
1
Leomund’s Tiny Hut
3
Mordenkainen’s Private Sanctum
4
Otiluke’s Resilient Sphere
4
Wall of Force
5
Cloak of Protection
uncommon
FR-DC-MBM-01 Back To The Big Guy
FR-DC-MBM-01 Back To The Big Guy
Show
Notes:
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
(Aus Original Feyziegen Fell)
Candle of the Deep
common
FR-DC-BTW 03 Fathers Mistakes
FR-DC-BTW 03 Fathers Mistakes
Show
Notes:
Wondrous Item, Common
The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.
Candle of Invocation Ysgard
very_rare
Alkazaars Appendix
Trade Log
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Periapt of Wound Closure | uncommon | FR-DC-BTW 02 Fathers Curse | FR-DC-BTW 02 Fathers Curse | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. |
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Periapt of Wound Closure | uncommon | FR-DC-MBM-02 Back To Blighty | FR-DC-MBM-02 Back To Blighty | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) 1 lb. While wearing this pendant, you gain the following benefits: Life Preservation Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. Minor Property: Beacon You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light. History: A Halfling's Blessing In an hour of need, the Halfling girl Wiprys Stonebead helped you by giving up her most precious possession: her family's heirloom and a symbol of their faith to the goddess Sheela Peryroyl |
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Orb of Direction | common | FR-DC-BTW 02 Fathers Curse | FR-DC-BTW 02 Fathers Curse | Show | ||
Notes:
Wondrous Item, Common This orb can be used as an Arcane Focus. While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north. |
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Mystery Key | common | Fr-DC-BTW-04 Fathers Decision | Fr-DC-BTW-04 Fathers Decision | Show | ||
Notes:
Wondrous Item, Common A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears. |
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Mystery Key | common | FR-DC-MBM-01 Back To The Big Guy | FR-DC-MBM-01 Back To The Big Guy | Show | ||
Notes:
Source: Xanathar's Guide to Everything Wondrous item, common A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears. |
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Mind Crystal (Heightened) | rare | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
Notes:
Wondrous Item, Rare These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell. |
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Manual of Quickness of Action | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Wondrous Item, Very Rare 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. |
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Longbow +2 | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Instrument of the Bards; Mac-Fuirmidh Cittern | uncommon | CCC-GSP01-01 A Dragon’s Breath | CCC-GSP01-01 A Dragon’s Breath | Show | ||
Notes:
Wondrous item, instrument, uncommon (requires attunement by a bard) 2 lb. 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. 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. |
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Horn of Blasting | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
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Hat of Wizardry | common | FR-DC-BTW 01 Fathers Conscience | FR-DC-BTW 01 Fathers Conscience | Show | ||
Notes:
Wondrous Item, Common (Requires Attunement by a Wizard) This helmet is made out of metal. It was used by miners to cast light in its lamp. Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest. |
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Hat of Wizardry | common | FR-DC-MBM-02 Back To Blighty | FR-DC-MBM-02 Back To Blighty | Show | ||
Notes:
Wondrous item, common (requires attunement by a wizard) This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits: Spellcasting Focus You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest. Minor Property: Unbreakable The item can't be broken. Special means must be used to destroy it. History: You shot this hat and it survived! Maybe it will help you survive as well. |
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Gloves of Thievery | uncommon | DDHC-KftGV-08 Vidorants Vault | DDHC-KftGV-08 Vidorants Vault | Show | ||
Notes:
Wondrous item, uncommon These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. |
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Githyanki Earring (Ear Horn of Hearing) | common | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
Notes:
Wondrous Item, Common While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137. Sentinel. This item glows faintly when aberrations are within 120 feet of it. This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect. |
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Flame Tongue (Longsword) | rare | DDHC-KftGV Heart of Ashes | DDHC-KftGV Heart of Ashes | Show | ||
Notes:
Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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Dwarven Half Plate | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
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. |
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Cube of Force(Golden vault reward) | rare | DDHC-KftGV-08 Vidorants Vault | DDHC-KftGV-08 Vidorants Vault | Show | ||
Notes:
Wondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Mage Armor |
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Cloak of Protection | uncommon | FR-DC-MBM-01 Back To The Big Guy | FR-DC-MBM-01 Back To The Big Guy | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. (Aus Original Feyziegen Fell) |
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Candle of the Deep | common | FR-DC-BTW 03 Fathers Mistakes | FR-DC-BTW 03 Fathers Mistakes | Show | ||
Notes:
Wondrous Item, Common The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle. |
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Candle of Invocation Ysgard | very_rare | Alkazaars Appendix | Trade Log | Show | ||
Notes:
Wondrous Item, Very Rare (Requires Attunement) This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table. |