Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amulet of Health
rare
G
Trade Log
Show
Notes:
Wondrous Item, Major, Rare (Requires Attunement)
Table G Weight: 1 lbs.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
Belt of Fire Giant Strength
very_rare
DDHC-TYP: Tomb of Horrors
Show
Notes:
Wondrous item, very rare (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.
Belt of Fire Giant Strength: 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.
Cloak of Billowing
common
DDHC-XGE-01 Rats of Waterdeep
Show
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically.
This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine.
Cube of Force
rare
DDEP06-02
CCC-BMG MOON 15-2 Forgotten Fealty
Show
Notes:
Cube of Force
Wondrous item, rare (requires attunement)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Cube of Force Faces
Face Charges Effect
1 1 Gases, wind, and fog can't pass through the barrier.
2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 3 Living matter can't pass through the barrier.
4 4 Spell effects can't pass through the barrier.
5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 0 The barrier deactivates.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item Charges Lost
Disintegrate 1d12
Horn of blasting 1d10
Passwall 1d6
Prismatic spray 1d20
Wall of fire 1d4
Found On: Magic Item Table G
Deathshield (Defender Greatsword)
legendary
DDAL09-20 Where Devils Fear to Treat
Show
Notes:
Deathshield (Defender)
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide.
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
Defender Greatsword
legendary
DDHC-TYP: Tomb of Horrors
Show
Notes:
Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Dread Helm
common
CCC-BWM-003 - A Tale of Two Towers
Show
Notes:
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Dwarven Plate
very_rare
DDHC-TYP: Against the Giants
Trade Log
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Glaive +2
rare
DDHC-TYP White Plume Mountain
Show
Lantern of Revealing
uncommon
CCC-CONMAR 01-01 Helping Hands
Trade Log
Show
Notes:
Wondrous item, uncommon
While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide.
This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.
Periapt of Proof against Poison
rare
CCC-RCC-01-06 The Handfastening
Show
Notes:
Periapt of Proof against Poison
Wondrous item, rare, table G
This heavy leather cord contains a brilliant-cut emerald pendant.
While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Plate Barding +2
very_rare
DDAL 05-18 The Mysterious Ilse
Show
Notes:
Plate Barding +2
Heavy armor
1.500 gp, 65 lb. AC 18 +2
Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
The wearer has disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Portable Hole
rare
D
Purchase Log
Show
Notes:
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or Objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Ring of Invisibility
legendary
I
DDHC-WDH-Waterdeep: Dragon Heist Chapter 5
Show
Notes:
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Rod of the Pact Keeper +2
rare
DDAL09-20 Where Devils Fear to Treat
Show
Notes:
Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an
action while holding the rod. You can’t use this property again until you finish a long rest. This item is found in the Dungeon Master’s Guide.
This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.
Scarab of Protection
legendary
DDAL 09-19 Fang and Claw
Show
Notes:
Scarab of Protection
Wondrous item, legendary (requires attunement)
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 item can be found in the Dungeon Master’s Guide.
Shield +2
rare
DDAL 09-19 Fang and Claw
Show
Notes:
Shield +2
Armor (shield), rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
A shield is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
This item can be found in the Dungeon Master’s Guide.
Tome of Leadership of Influence
very_rare
DDHC-TYP: Tomb of Horrors
Show
Notes:
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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Amulet of Health | rare | G | Trade Log | Show | ||
Notes:
Wondrous Item, Major, Rare (Requires Attunement) |
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Belt of Fire Giant Strength | very_rare | DDHC-TYP: Tomb of Horrors | Show | |||
Notes:
Wondrous item, very rare (requires attunement) 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. Belt of Fire Giant Strength: 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. |
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Cloak of Billowing | common | DDHC-XGE-01 Rats of Waterdeep | Show | |||
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically. |
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Cube of Force | rare | DDEP06-02 | CCC-BMG MOON 15-2 Forgotten Fealty | Show | ||
Notes:
Cube of Force This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces Spell or item Charges Lost |
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Deathshield (Defender Greatsword) | legendary | DDAL09-20 Where Devils Fear to Treat | Show | |||
Notes:
Deathshield (Defender) You gain a +3 bonus to attack and damage rolls made with this magic weapon. |
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Defender Greatsword | legendary | DDHC-TYP: Tomb of Horrors | Show | |||
Notes:
Weapon (any sword), legendary (requires attunement) The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. |
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Dread Helm | common | CCC-BWM-003 - A Tale of Two Towers | Show | |||
Notes:
Wondrous item, common |
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Dwarven Plate | very_rare | DDHC-TYP: Against the Giants | Trade Log | Show | ||
Notes:
Armor (plate), very rare |
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Glaive +2 | rare | DDHC-TYP White Plume Mountain | Show | |||
Lantern of Revealing | uncommon | CCC-CONMAR 01-01 Helping Hands | Trade Log | Show | ||
Notes:
Wondrous item, uncommon While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. |
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Periapt of Proof against Poison | rare | CCC-RCC-01-06 The Handfastening | Show | |||
Notes:
Periapt of Proof against Poison |
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Plate Barding +2 | very_rare | DDAL 05-18 The Mysterious Ilse | Show | |||
Notes:
Plate Barding +2 |
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Portable Hole | rare | D | Purchase Log | Show | ||
Notes:
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. |
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Ring of Invisibility | legendary | I | DDHC-WDH-Waterdeep: Dragon Heist Chapter 5 | Show | ||
Notes:
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. |
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Rod of the Pact Keeper +2 | rare | DDAL09-20 Where Devils Fear to Treat | Show | |||
Notes:
Rod of the Pact Keeper +2 |
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Scarab of Protection | legendary | DDAL 09-19 Fang and Claw | Show | |||
Notes:
Scarab of Protection |
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Shield +2 | rare | DDAL 09-19 Fang and Claw | Show | |||
Notes:
Shield +2 |
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Tome of Leadership of Influence | very_rare | DDHC-TYP: Tomb of Horrors | Show | |||
Notes:
Wondrous item, very rare |