Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Horn of Silent Alarm
common
DDAL00-05 Winters Splendor
Show
Notes:
Horn of Silent Alarm
Wondrous Item, Minor, Common
No Table, Tier 1-4, 2 TCP
This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.
Ring of Spell Storing (A)
rare
G
DDAL04-08 - The Broken One
Show
Notes:
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up
to 5 levels worth of spells at a time. When found it contains remove curse.
Any creature can cast a spell of 1st through 5th level into the ring by touching the rig as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing the ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing the space.
The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute.
Bracers of Defense
rare
G
DDAL04-14 The Dark Lord
Show
Notes:
Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.
These leather bracers are stitched with a symbol of an open hand, bloodlessly pierced through the palm with a heart shaped hole. The bracers fill the wearer with the belief that that is love eternal, regardless of creed, nationality, or vital signs. A description of this item can be found in the Dungeon Master’s Guide.
Winning Pumpkin Ring
common
Liars Night 2020
DDEP09-03 Liar’s Night
Show
Notes:
Wondrous item, common
It is made of polished silver, in the shape of your carved pumpkin. While wearing this ring, the glowing image of your carved pumpkin appears in front of your own face, like a mask. Like all Liars Night 2020 magic items, it loses its magical effects on February 1st, 2021.
Rod of the Pact Keeper +2 (A)
rare
G
DDEX3-13 Writhing in the Dark
Show
Notes:
Requires Attunement by a Warlock.
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
This rod looks like three tentacles wrapped around each other. Upon speaking the word "Xicvizt", the tentacles writhe as though were alive and are wreathed in purple fire that sheds dim light in a 5-foot radius.
Siren’s Caress
rare
G
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
This crystalline wand appears as a spiral-shaped waterspout. When used, a haunting melody is heard emanating from the wand. This item functions as a wand of paralysis
The Night Queen’s Eyes
uncommon
B
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night.
Clockwork Amulet
common
XGtE
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
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.
Amulet of Health (A)
rare
G
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this Amulet. It has no Effect on you if your Constitution is 19 or higher without it.
Anstruth Harp
very_rare
H
DDHC-SKT Storm King’s Thunder: Chapter 9
Show
Notes:
Wondrous item, very 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, control weather, cure wounds (5th level), wall of thorns
Banner of the Krig Rune
rare
G
DDHC-SKT Storm King’s Thunder: Chapter 9
Show
Notes:
Wondrous item, rare (requires attunement)
Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.
Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight.
Standardís Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Battle. You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:
While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Horn of Silent Alarm | common | DDAL00-05 Winters Splendor | Show | |||
Notes:
Horn of Silent Alarm |
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Ring of Spell Storing (A) | rare | G | DDAL04-08 - The Broken One | Show | ||
Notes:
Ring of Spell Storing This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up Any creature can cast a spell of 1st through 5th level into the ring by touching the rig as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute. |
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Bracers of Defense | rare | G | DDAL04-14 The Dark Lord | Show | ||
Notes:
Requires Attunement While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield. These leather bracers are stitched with a symbol of an open hand, bloodlessly pierced through the palm with a heart shaped hole. The bracers fill the wearer with the belief that that is love eternal, regardless of creed, nationality, or vital signs. A description of this item can be found in the Dungeon Master’s Guide. |
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Winning Pumpkin Ring | common | Liars Night 2020 | DDEP09-03 Liar’s Night | Show | ||
Notes:
Wondrous item, common It is made of polished silver, in the shape of your carved pumpkin. While wearing this ring, the glowing image of your carved pumpkin appears in front of your own face, like a mask. Like all Liars Night 2020 magic items, it loses its magical effects on February 1st, 2021. |
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Rod of the Pact Keeper +2 (A) | rare | G | DDEX3-13 Writhing in the Dark | Show | ||
Notes:
Requires Attunement by a Warlock. While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. This rod looks like three tentacles wrapped around each other. Upon speaking the word "Xicvizt", the tentacles writhe as though were alive and are wreathed in purple fire that sheds dim light in a 5-foot radius. |
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Siren’s Caress | rare | G | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
This crystalline wand appears as a spiral-shaped waterspout. When used, a haunting melody is heard emanating from the wand. This item functions as a wand of paralysis |
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The Night Queen’s Eyes | uncommon | B | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night. |
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Clockwork Amulet | common | XGtE | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
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. |
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Amulet of Health (A) | rare | G | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this Amulet. It has no Effect on you if your Constitution is 19 or higher without it. |
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Anstruth Harp | very_rare | H | DDHC-SKT Storm King’s Thunder: Chapter 9 | Show | ||
Notes:
Wondrous item, very 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, control weather, cure wounds (5th level), wall of thorns |
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Banner of the Krig Rune | rare | G | DDHC-SKT Storm King’s Thunder: Chapter 9 | Show | ||
Notes:
Wondrous item, rare (requires attunement) Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standardís Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Battle. You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC. |