Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Necklace of Prayer Beads
rare
G
Trade Log
Show
Notes:
Pearls of white, blue, black, green and even purple are strung on what seems to be a delicate string of seaweed and bound with a seashell clasp. Curiosly the necklace is always damp.
5 Beads: 1 Bless, 1 Cure Wounds (L2) o. Lesser Restoration, 1 Branding Smite, 1 Greater Restoration, 1 Windwalk
Shield +3
very_rare
H
Purchase Log
Show
Bronze Horn of Valhalla
very_rare
DDHC-TYP Against the Giants
Show
Notes:
Wondrous item, very 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 DM chooses the horn's type or determines it randomly.
Bronze - 4d4 + 4 - Proficiency with all medium armor
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.
Tome of Understanding
very_rare
CCC-BMG-14 PHLAN1-2 Enemy of my Enemy
Trade Log
Show
Half Plate +2
very_rare
DDHC-TYP Against the Giants
Show
Notes:
You have a +2 bonus to AC while wearing this armor
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
The wearer has disadvantage on Dexterity (Stealth) checks.
Oathbinder
legendary
DDHC-TOA-15 Maze of Shadows
Show
Notes:
Martial Weapon (Warhammer), Melee Weapon, Major, Legendary (Requires Attunement by a Creature of Non-Evil Alignment)
Table I, Tier 3-4, 24 TCP
Damage: 1d8 bludgeoning
Properties: versatile (1d10)
Weight: 2 lbs.
Handed down through generations of holy warriors, Oathbinder is a warhammer fashioned from gold, jade, and finished wood. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a mace of disruption.
While holding the weapon, you can use an action to cast beacon of hope. Once used, this ability can't be used again until the next dawn.
Sentience.
Oathbinder is a lawful good weapon with an Intelligence of 12, a Wisdom of 14 and a Charisma of 14. It has hearing and normal vision out to a range of 60 feet.
The weapon can speak, read, and understand Common and Celestial. It has a strong, feminine voice. It knows every language you know while you're attuned to it.
Personality.
Imbued with the lifeforce of an ancient celestial, Oathbinder is the sworn enemy of fiends and other evil extraplanar creatures. It speaks only when it has something important to say, and can often be openly curt and matter-of-fact when doing so.
Oathbinder is courageous in the face of all that is evil. If its wielder actively chooses to flee from facing an extraplanar evil, such as a demon or powerful undead, and can't provide good justification for doing so, the weapon openly mocks them for their cowardice until the wielder can redeem themselves by defeating a worthy evil opponent.
A protector of life and light, Oathbinder has no patience for those who perform acts spurned by dishonesty and corruption. It strongly protests against any wielder who continuously participates in such actions, and can be very disagreeable when its wielder consistently tolerates others who do the same.
Mace of Disruption.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Immovable Rod
uncommon
CCC-RCC-01-02 The King of Thar
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity.
The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall.
A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Robe of the Archmagi
legendary
DDAL00-03 Those That Came Before
Show
Notes:
Wondrous Item, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spell and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.
Belt of Storm Giant Strength
legendary
DDAL06-03 Crypt of the Death Giants
Show
Notes:
Wonderous Item, Legendary
While wearing this belt, your Strength score changes to a score granted by the belt (29). 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.
The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area.
This item can be found in the Dungeon Masters Guide.
Dragonhide Saddle (Saddle of the Cavalier)
uncommon
CCC-GAD01-02 Red War: Black Phoenix
Show
Notes:
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.
This item is found on Magic Item Table B in the Dungeon Master’s Guide.
This saddle is made primarily out of the hide and bones of a red dragon. The saddle never gets dirty even in the grimiest of environments.
Cloak of Invisibility
legendary
DDAL09-20 Where Devils Fear to Tread + DDAL00-12 Infernal Encounters: A White Devil A Pale Devil
Show
Notes:
Cloak of Invisibility
Wondrous item, legendary (requires attunement)
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.
Scarab of Protection
legendary
DDAL07-18 Turn Back the Endless Night
Show
Notes:
Scarab of Protection
Wondrous Item, Major, Legendary (Requires Attunement)
Table I, Tier 3-4, 24 TCP
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
This pin is carved in the likeness of Moa the Jaculi, trickster god of Omu. While you wear this scarab, you are hidden from scrying while you sleep but if you ever tell a lie the scarab becomes unattuned.
Tome of the Stilled Tongue
legendary
CCC-GHC-BK03-09 A Convergence of Gods
Show
Notes:
Tome of the Stilled Tongue
Wondrous item, major tier, legendary (requires attunement by a wizard)
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
This item can be found in the Dungeon Master's Guide.
Blood Fury Tattoo
legendary
DDAL-DRW-20 The Death of Szass Tam
Show
Notes:
Blood Fury Tattoo
Wondrous Item (Tattoo), Legendary (Requires Attunement)
When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Bloodthirsty Strikes.
The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Wand of Secrets
uncommon
CCC-FC3-01-03 Tales of Estirwald - The Fun House
Show
Notes:
Wand of Secrets
Wand, uncommon
1 lb.
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Rod of Absroption
very_rare
PO-BK1-07 Beyond the Portal
Show
Notes:
Rod of Absroption
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 0 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Name | Rarity | Location | Table | Result | Source | |
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Necklace of Prayer Beads | rare | G | Trade Log | Show | ||
Notes:
Pearls of white, blue, black, green and even purple are strung on what seems to be a delicate string of seaweed and bound with a seashell clasp. Curiosly the necklace is always damp. |
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Shield +3 | very_rare | H | Purchase Log | Show | ||
Bronze Horn of Valhalla | very_rare | DDHC-TYP Against the Giants | Show | |||
Notes:
Wondrous item, very rare 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 DM chooses the horn's type or determines it randomly. Bronze - 4d4 + 4 - Proficiency with all medium armor 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. |
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Tome of Understanding | very_rare | CCC-BMG-14 PHLAN1-2 Enemy of my Enemy | Trade Log | Show | ||
Half Plate +2 | very_rare | DDHC-TYP Against the Giants | Show | |||
Notes:
You have a +2 bonus to AC while wearing this armor |
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Oathbinder | legendary | DDHC-TOA-15 Maze of Shadows | Show | |||
Notes:
Martial Weapon (Warhammer), Melee Weapon, Major, Legendary (Requires Attunement by a Creature of Non-Evil Alignment) Properties: versatile (1d10) Weight: 2 lbs. Handed down through generations of holy warriors, Oathbinder is a warhammer fashioned from gold, jade, and finished wood. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a mace of disruption. While holding the weapon, you can use an action to cast beacon of hope. Once used, this ability can't be used again until the next dawn. Sentience. The weapon can speak, read, and understand Common and Celestial. It has a strong, feminine voice. It knows every language you know while you're attuned to it. Personality. Oathbinder is courageous in the face of all that is evil. If its wielder actively chooses to flee from facing an extraplanar evil, such as a demon or powerful undead, and can't provide good justification for doing so, the weapon openly mocks them for their cowardice until the wielder can redeem themselves by defeating a worthy evil opponent. A protector of life and light, Oathbinder has no patience for those who perform acts spurned by dishonesty and corruption. It strongly protests against any wielder who continuously participates in such actions, and can be very disagreeable when its wielder consistently tolerates others who do the same. Mace of Disruption. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Versatile. |
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Immovable Rod | uncommon | CCC-RCC-01-02 The King of Thar | Show | |||
Notes:
Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. |
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Robe of the Archmagi | legendary | DDAL00-03 Those That Came Before | Show | |||
Notes:
Wondrous Item, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe: If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. |
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Belt of Storm Giant Strength | legendary | DDAL06-03 Crypt of the Death Giants | Show | |||
Notes:
Wonderous Item, Legendary While wearing this belt, your Strength score changes to a score granted by the belt (29). If your Strength is already equal to or greater than the belt's score, the item has no effect on you. |
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Dragonhide Saddle (Saddle of the Cavalier) | uncommon | CCC-GAD01-02 Red War: Black Phoenix | Show | |||
Notes:
Wondrous item, uncommon |
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Cloak of Invisibility | legendary | DDAL09-20 Where Devils Fear to Tread + DDAL00-12 Infernal Encounters: A White Devil A Pale Devil | Show | |||
Notes:
Cloak of Invisibility Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. |
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Scarab of Protection | legendary | DDAL07-18 Turn Back the Endless Night | Show | |||
Notes:
Scarab of Protection If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. |
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Tome of the Stilled Tongue | legendary | CCC-GHC-BK03-09 A Convergence of Gods | Show | |||
Notes:
Tome of the Stilled Tongue This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn. While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. This item can be found in the Dungeon Master's Guide. |
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Blood Fury Tattoo | legendary | DDAL-DRW-20 The Death of Szass Tam | Show | |||
Notes:
Blood Fury Tattoo When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. Bloodthirsty Strikes. |
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Wand of Secrets | uncommon | CCC-FC3-01-03 Tales of Estirwald - The Fun House | Show | |||
Notes:
Wand of Secrets |
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Rod of Absroption | very_rare | PO-BK1-07 Beyond the Portal | Show | |||
Notes:
Rod of Absroption While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 0 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |