Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Belt of Fire Giant Strength
very_rare
Trade Log
Show
Notes:
Wondrous item, rarity varies (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
(25 Str.)
Vicious Halberd
rare
Trade Log
Show
Notes:
Rare
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.
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.
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.
Skyfist (Dwarven Thrower)
very_rare
ddep4 reclamation of phlan
ddep4 reclamation of phlan
Show
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon.
Ring of Shooting Stars
very_rare
DDHC-CM-09 Lore of Lurue
Trade Log
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
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.
Vicious Shortswor
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Longbow +2
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
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.
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.
Animated Shield
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Armor (Shield), Very Rare (Requires Attunement)
While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Vicious Longbow
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Ring of Acid Resistance
common
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Ring of Acid Resistance
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Tome of Understanding
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Source: Dungeon Master's Guide
Wondrous Item, Very Rare
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.
Vicious Heavy Crossbow
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Vicious Warhammer
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Tome of Leadership &Influence
very_rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Source: Dungeon Master's Guide
Wondrous Item, Very Rare
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.
Staff of Withering
rare
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock)
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. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
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.
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.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Belt of Fire Giant Strength | very_rare | Trade Log | Show | |||
Notes:
Wondrous item, rarity varies (requires attunement) While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. (25 Str.) |
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Vicious Halberd | rare | Trade Log | Show | |||
Notes:
Rare |
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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. |
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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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Skyfist (Dwarven Thrower) | very_rare | ddep4 reclamation of phlan | ddep4 reclamation of phlan | Show | ||
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon. |
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Ring of Shooting Stars | very_rare | DDHC-CM-09 Lore of Lurue | Trade Log | Show | ||
Notes:
Ring, very rare (requires attunement outdoors at night) 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. 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. |
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Vicious Shortswor | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Longbow +2 | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
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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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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Animated Shield | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free. |
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Vicious Longbow | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Ring of Acid Resistance | common | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Ring of Acid Resistance You have resistance to acid damage while wearing this ring. |
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Tome of Understanding | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Source: Dungeon Master's Guide Wondrous Item, Very Rare 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. |
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Vicious Heavy Crossbow | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Vicious Warhammer | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Tome of Leadership &Influence | very_rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Source: Dungeon Master's Guide Wondrous Item, Very Rare 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. |
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Staff of Withering | rare | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock) 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. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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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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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. |