Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Anstruth Harp of the Bards
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Anstruth Harp of the Bards
Wondrous Item, Very Rare (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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.
Instruments of the Bards
| Instrument | Spells |
| -------- | -------- |
| All | Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument |
| Anstruth harp | Cure Wounds (level 5), Ice Storm, Wall of Thorns |
Tome of Leadership and Influence
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Tome of Leadership and Influence
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.
+3 Rod of the Pact Keeper
very_rare
DDEP-DRW03 When the Lights went out in Candlekeep
Show
Notes:
+3 Rod of the Pact Keeper
Rod, very rare (requires attunement by a warlock)
"Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival."
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.
Crystal Ball of True Seeing
legendary
DDHC-CM-14 The Canopic Being
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Notes:
Crystal Ball of True Seeing
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Deathshield (Defender Greatsword +3)
legendary
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
Deathshield (Defender Greatsword +3)
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 Dagger
legendary
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Defender Dagger
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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Anstruth Harp of the Bards | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Anstruth Harp of the Bards An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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. Instruments of the Bards | Instrument | Spells | |
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| Tome of Leadership and Influence | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Tome of Leadership and Influence 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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| +3 Rod of the Pact Keeper | very_rare | DDEP-DRW03 When the Lights went out in Candlekeep | Show | |||
|
Notes:
+3 Rod of the Pact Keeper "Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival." While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest. |
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| Crystal Ball of True Seeing | legendary | DDHC-CM-14 The Canopic Being | Show | |||
|
Notes:
Crystal Ball of True Seeing The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. |
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| Deathshield (Defender Greatsword +3) | legendary | DDAL09-20 Where Devils Fear to Tread | Show | |||
|
Notes:
Deathshield (Defender Greatsword +3) 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. |
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| Defender Dagger | legendary | DDHC-TftYP-Tomb of Horrors | Show | |||
|
Notes:
Defender Dagger 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. |
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