Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Adamantine Armor
uncommon
DDAL00-01 Window to the Past
Show
Notes:
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Animated Shield
very_rare
DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix)
Trade Log
Show
Notes:
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Blessing of Protection
common
DDHCTYP- White plume Mountain
DDHCTYP- White plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
Cloak of the Raven (Cloak of the Bat)
rare
DDHC-MORD-01 Riddles of the Ravenqueen
Trade Log
Show
Notes:
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
Dawnfire (Sun Blade) (attunement)
rare
CCC-DES0102
Trade Log
Show
Notes:
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.
Fritter the 7-Legged Spider
unique
Halloween
Purchase Log
Show
Notes:
The Kernel insists that this tarantula of unusual size is house-trained. Fritter wears a
harness made of definitely-not-humanoid-teeth-how-dare-you and woven spiderwebs. Fritter
uses the giant spider stat block with the following changes:
• For your own safety, Fritter’s poison glands have been removed. Their bite does
not deal poison damage.
• Fritter has an intense fear of heights. You must succeed a DC 15 Wisdom (Animal
Handling) check to convince Fritter to use their spider climb ability.
If killed, Fritter can be summoned via find steed, find greater steed, or phantom steed.
Grig Fiddle
very_rare
Assigning Service Rewards
Show
Notes:
This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as a instrument of the bards (anstruth harp)
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 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 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.
Cure Wounds (level 5), Ice Storm, Wall of Thorns
Rod of Security
very_rare
DDAL00-01 Window to the Past
DDAL00-01 Window to the Past
Show
Notes:
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane’s environment can’t harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.
Selûne's owl-eye glasses (A)
unique
CCC-AN-03 Winter Wonderland + Feast of the Moon Wave 3
Show
Notes:
While wearing these glasses, as an action, you can instantaneously resummon a deceased, certed or Holiday Event vanity pet or mount that can be returned to life by the find familiar or find steed spells. Once returned to life, they have no new additions to the roles and abilities they had before death (for example, these glasses do not transform them into a familiar or steed). If you are not attuned to your glasses, that does not kill your pet. The glasses can’t be used this way again until the next dawn.
Shard of the Ise Rune
very_rare
DDHC-Storm King's Thunder, Chapter 4
Trade Log
Show
Notes:
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.
Winter's Howl. As an action, you can cast Sleet Storm (spell save DC 17). You regain this ability after you finish a short or long rest.
Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
Boots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
Spare
legendary
DDHC-TOA-13 The Risen Mists
Trade Log
Show
Notes:
Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a flame tongue (see "Treasure" in chapter 7 of the Dungeon Master's Guide). Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest. Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Undercommon. Personality. Spare is extremely haughty and proud, demanding that its user portray the same level of integrity and dignity that it requires for itself. It periodically mocks enemies in combat and has truly earned the name of a flme tongue. If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare openly berates the wielder. If such an even happens more than twice in a row, the sword uses its vicious mockery ability upon the wielder itself. Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade. Though the sword insisted on being called "Fire of Destiny," Sabashin thought it was a silly name and thus didn't call the sword anything. After Sabashin's passing, the sword had passed through various hands until it fell into the ownership of Lord Galoray, a ruthless overlord. Galoray became so tired of the sword's constant beratement, he left it in his keep, mounted on a decorative display with a plaque that read "Spare."
Stone Plate +2
very_rare
CCC-JGD-01 Left Black & Blue: A Red War Story
Trade Log
Show
Notes:
You have a +2 bonus to AC while wearing this armor. This item is found on Magic Item Table I in the Dungeon Master’s Guide. This suit of plate armor was created by Cultists of the Black Earth and is fashioned from slabs of stone (instead of metal). The armor resizes to fit its wearer.
Tome of Leadership and Influence
very_rare
DDHC-TYP-Tomb of Horror
DDHC-TYP-Tomb of Horror
Show
Notes:
This book contains intuition and Insight exercises, 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Vorpal Scimitar
legendary
DDAL07-16 Pools of Cerulean
Trade Log
Show
Notes:
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.
Wings of Flying (attunement)
rare
DDHC-TYP-Tomb of Horror
DDHC-TYP-Tomb of Horror
Show
Notes:
While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings last for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can’t use them again for 1d12 hours.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Adamantine Armor | uncommon | DDAL00-01 Window to the Past | Show | |||
|
Notes:
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
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| Animated Shield | very_rare | DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) | Trade Log | Show | ||
|
Notes:
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it. |
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| Blessing of Protection | common | DDHCTYP- White plume Mountain | DDHCTYP- White plume Mountain | Show | ||
|
Notes:
You gain a +1 bonus to AC and saving throws. |
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| Cloak of the Raven (Cloak of the Bat) | rare | DDHC-MORD-01 Riddles of the Ravenqueen | Trade Log | Show | ||
|
Notes:
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. |
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| Dawnfire (Sun Blade) (attunement) | rare | CCC-DES0102 | Trade Log | Show | ||
|
Notes:
This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. |
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| Fritter the 7-Legged Spider | unique | Halloween | Purchase Log | Show | ||
|
Notes:
The Kernel insists that this tarantula of unusual size is house-trained. Fritter wears a |
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| Grig Fiddle | very_rare | Assigning Service Rewards | Show | |||
|
Notes:
This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as a instrument of the bards (anstruth harp) 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 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 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. |
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| Rod of Security | very_rare | DDAL00-01 Window to the Past | DDAL00-01 Window to the Past | Show | ||
|
Notes:
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane’s environment can’t harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed. |
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| Selûne's owl-eye glasses (A) | unique | CCC-AN-03 Winter Wonderland + Feast of the Moon Wave 3 | Show | |||
|
Notes:
While wearing these glasses, as an action, you can instantaneously resummon a deceased, certed or Holiday Event vanity pet or mount that can be returned to life by the find familiar or find steed spells. Once returned to life, they have no new additions to the roles and abilities they had before death (for example, these glasses do not transform them into a familiar or steed). If you are not attuned to your glasses, that does not kill your pet. The glasses can’t be used this way again until the next dawn. |
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| Shard of the Ise Rune | very_rare | DDHC-Storm King's Thunder, Chapter 4 | Trade Log | Show | ||
|
Notes:
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. Frost Friend. You have resistance to fire damage. Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. Winter's Howl. As an action, you can cast Sleet Storm (spell save DC 17). You regain this ability after you finish a short or long rest. Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form: Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain. |
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| Spare | legendary | DDHC-TOA-13 The Risen Mists | Trade Log | Show | ||
|
Notes:
Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a flame tongue (see "Treasure" in chapter 7 of the Dungeon Master's Guide). Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest. Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Undercommon. Personality. Spare is extremely haughty and proud, demanding that its user portray the same level of integrity and dignity that it requires for itself. It periodically mocks enemies in combat and has truly earned the name of a flme tongue. If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare openly berates the wielder. If such an even happens more than twice in a row, the sword uses its vicious mockery ability upon the wielder itself. Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade. Though the sword insisted on being called "Fire of Destiny," Sabashin thought it was a silly name and thus didn't call the sword anything. After Sabashin's passing, the sword had passed through various hands until it fell into the ownership of Lord Galoray, a ruthless overlord. Galoray became so tired of the sword's constant beratement, he left it in his keep, mounted on a decorative display with a plaque that read "Spare." |
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| Stone Plate +2 | very_rare | CCC-JGD-01 Left Black & Blue: A Red War Story | Trade Log | Show | ||
|
Notes:
You have a +2 bonus to AC while wearing this armor. This item is found on Magic Item Table I in the Dungeon Master’s Guide. This suit of plate armor was created by Cultists of the Black Earth and is fashioned from slabs of stone (instead of metal). The armor resizes to fit its wearer. |
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| Tome of Leadership and Influence | very_rare | DDHC-TYP-Tomb of Horror | DDHC-TYP-Tomb of Horror | Show | ||
|
Notes:
This book contains intuition and Insight exercises, 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| Vorpal Scimitar | legendary | DDAL07-16 Pools of Cerulean | Trade Log | Show | ||
|
Notes:
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead. |
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| Wings of Flying (attunement) | rare | DDHC-TYP-Tomb of Horror | DDHC-TYP-Tomb of Horror | Show | ||
|
Notes:
While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings last for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can’t use them again for 1d12 hours. |
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