Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Horn of Silent Alarm
common
DDAL-DRW05 Uncertain Scrutiny
Show
Notes:
Wondrous item, common
This horn has 4 charges. When you use an action to blow
it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn
Horn of Silent Alarm
common
SJ-DC-AMAK-02: Enemy within
Show
Notes:
Horn of Silent Alarm
Wondrous Item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Mariner’s Armor (Scale Mail)
uncommon
DDHC-CM The Price of Beauty
Show
Notes:
Constructed of flat, smooth, and overlapping riverstones, this set of scale mail is surprisingly light and mobile. While wearing thearmor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail) (see the Dungeon Master’s Guide).
Adamantine Armor (Half Plate)
uncommon
H
DDAO-01 Window to the Past
Show
Notes:
Armor (any metal), uncommon
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection.
Belt of Dwarvenkind
rare
G
DDEX2-4 Mayhem in the Earthspur Mines
Show
Notes:
Requires Attunement
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
• You have Darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.
Cape of the Mountebank
rare
G
Purchase Log
Show
Notes:
This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Stonespeaker Crystal
rare
DDAL-DRW07 Moment of Peace
Show
Notes:
Stonespeaker Crystal
Wondrous item, rare (requires attunement)
This nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.
The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).
When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
Eagle Whistle
rare
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
Trade Log
Show
Notes:
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Bracers of Defense
rare
DDAL-DRWEP-02 Wings of Death (T3)
Show
Notes:
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
These bracers take the form of red satin evening gloves, and are incredibly soft and surprisingly warm. Featuring detailed golden embroidery depicting the brutal slaughter of duergar rebels, these gloves grow warmer when within 100 feet of any elemental.
Horn of Valhalla (Brass)
rare
CCC-GAD02-03 Arena of Champions
Show
Notes:
Horn of Valhalla (Brass)
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide.
This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.
Skeggöx (+3 Battleaxe)
very_rare
DDAL05-9 Durlag’s Tomb
Show
Notes:
Skeggöx (+3 Battleaxe)
Weapon (battleaxe), very rare
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This item can be found in the Dungeon Master’s Guide.
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.
Maul +3
very_rare
Evergreen Season 8
H
Purchase Log
Show
Notes:
Evergreen Season 8
Spellguard Shield
very_rare
DDAL-DRWEP-02 Wings of Death (T3)
Show
Notes:
Spellguard Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.
Ring of Regeneration
very_rare
SJ-DC-AMAK-02: Enemy within
Show
Notes:
Ring of Regeneration
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Helm of Brilliance
very_rare
DDAL-DRW-03 SAVING SILVERBEARD
H
Trade Log
Show
Notes:
Wondrous item, major tier, very rare (requires attunement)
This dazzling helm is set with 5 diamonds, 11 rubies, 16 fire opals, and 22 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
This helm is decorated with scenes of underwater volcanoes. While you wear it, you can speak and understand Aquan.
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.
Belt of Fire Giant Strength
very_rare
DDEP3 Blood Above, Blood Below Tier 3
Show
Notes:
Wondrous item, very rare
Requires Attunement
While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth - it is made of the tanned hides of drow.
Staff of Thunder and Lightning
very_rare
DDAL05-8 Durlag’sTower
Show
Notes:
Staff of Thunder and Lightning
very rare (requires attunement)
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened.
Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one.
This aspen staff shines bright in direct Licht. The staff is almost perfectly smooth with a crown of silver lightningbolts atop it which cradle a gleaming sapphire.
Ioun Stone of Regeneration
legendary
I
DDEX3-4 It’s All in the Blood
Show
Notes:
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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Horn of Silent Alarm | common | DDAL-DRW05 Uncertain Scrutiny | Show | |||
Notes:
Wondrous item, common This horn has 4 charges. When you use an action to blow |
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Horn of Silent Alarm | common | SJ-DC-AMAK-02: Enemy within | Show | |||
Notes:
Horn of Silent Alarm This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. |
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Mariner’s Armor (Scale Mail) | uncommon | DDHC-CM The Price of Beauty | Show | |||
Notes:
Constructed of flat, smooth, and overlapping riverstones, this set of scale mail is surprisingly light and mobile. While wearing thearmor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail) (see the Dungeon Master’s Guide). |
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Adamantine Armor (Half Plate) | uncommon | H | DDAO-01 Window to the Past | Show | ||
Notes:
Armor (any metal), uncommon |
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Belt of Dwarvenkind | rare | G | DDEX2-4 Mayhem in the Earthspur Mines | Show | ||
Notes:
Requires Attunement While wearing this belt, you gain the following benefits: In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty. |
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Cape of the Mountebank | rare | G | Purchase Log | Show | ||
Notes:
This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. |
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Stonespeaker Crystal | rare | DDAL-DRW07 Moment of Peace | Show | |||
Notes:
Stonespeaker Crystal This nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person. The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever. |
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Eagle Whistle | rare | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Trade Log | Show | ||
Notes:
Eagle Whistle While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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Bracers of Defense | rare | DDAL-DRWEP-02 Wings of Death (T3) | Show | |||
Notes:
Bracers of Defense |
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Horn of Valhalla (Brass) | rare | CCC-GAD02-03 Arena of Champions | Show | |||
Notes:
Horn of Valhalla (Brass) Wondrous item, rare |
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Skeggöx (+3 Battleaxe) | very_rare | DDAL05-9 Durlag’s Tomb | Show | |||
Notes:
Skeggöx (+3 Battleaxe) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This item can be found in the Dungeon Master’s Guide. This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn. |
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Maul +3 | very_rare | Evergreen Season 8 | H | Purchase Log | Show | |
Notes:
Evergreen Season 8 |
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Spellguard Shield | very_rare | DDAL-DRWEP-02 Wings of Death (T3) | Show | |||
Notes:
Spellguard Shield |
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Ring of Regeneration | very_rare | SJ-DC-AMAK-02: Enemy within | Show | |||
Notes:
Ring of Regeneration While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. |
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Helm of Brilliance | very_rare | DDAL-DRW-03 SAVING SILVERBEARD | H | Trade Log | Show | |
Notes:
Wondrous item, major tier, very rare (requires attunement) 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. |
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Belt of Fire Giant Strength | very_rare | DDEP3 Blood Above, Blood Below Tier 3 | Show | |||
Notes:
Wondrous item, very rare While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth - it is made of the tanned hides of drow. |
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Staff of Thunder and Lightning | very_rare | DDAL05-8 Durlag’sTower | Show | |||
Notes:
Staff of Thunder and Lightning This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn. Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened. Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one. This aspen staff shines bright in direct Licht. The staff is almost perfectly smooth with a crown of silver lightningbolts atop it which cradle a gleaming sapphire. |
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Ioun Stone of Regeneration | legendary | I | DDEX3-4 It’s All in the Blood | Show | ||
Notes:
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. |