Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
+1 rhythm-maker’s drum uncommon Starting at lvl 5 Creation Show
Notes:

While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Necklace of Fireballs (9 Ladungen) rare DDHC-KftGV- 10 - Heart of Ashes DDHC-KftGV- 10 - Heart of Ashes Show
Notes:

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Battleaxe +1 uncommon DDHC-KftGV- 10 - Heart of Ashes DDHC-KftGV- 10 - Heart of Ashes Show
Notes:

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Shield +1 uncommon DDHC-KftGV- 10 - Heart of Ashes DDHC-KftGV- 10 - Heart of Ashes Show
Notes:

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Reveler's Concertina rare DDHC-KftGV- 10 - Heart of Ashes DDHC-KftGV- 10 - Heart of Ashes Show
Notes:

While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.

As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn.

Dragon Scale Mail (red) (A) very_rare DDHC-KftGV- 10 - Heart of Ashes DDHC-KftGV- 10 - Heart of Ashes Show
Notes:

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type (Fire) that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.

Flame Tongue Longsword (A) rare DDHC-KftGV- 10 - Heart of Ashes DDHC-KftGV- 10 - Heart of Ashes Show
Notes:

Flame Tongue Longsword Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Ring of Animal Influence rare DDHC-KftGV-06 Masterpiece Imbroglio DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it:

Animal Friendship
Fear (affects Beasts only)
Speak with Animals

Necklace of Prayer Beads (requires attunement by a cleric, druid, or paladin) rare DDHC-KftGV-06 Masterpiece Imbroglio DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.

d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk

1 Bead of Blessing
3 Beads of Curing
2 Beads of Favor

Necklace of Fireballs rare DDHC-KftGV-06 Masterpiece Imbroglio DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

This necklace has 5 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Sending Stones uncommon DDHC-KftGV-06 Masterpiece Imbroglio DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Lantern of Revealing uncommon DDHC-KftGV-06 Masterpiece Imbroglio DDHC-KftGV-06 Masterpiece Imbroglio Show
Notes:

While lit, this hooded 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 as long as 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.

Leafwarden (Dragon Slayer Longsword) rare DDHC -DDA 01 - Death at Sunset Trade Log Show
Notes:

At the center of the wyrmling’s hoard is Leafwarden, the sword of the elf warrior Ethvarn. The sword was embedded in Death-at-Sunset’s flesh when the dragon was slain, and the elves never found it. Leafwarden is a Dragon Slayer (Longsword).

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.

Harmonious Longbow of Conflagration rare FR-DC-RAY-07 Green Lady's Lament Show
Notes:

Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

Harmonious. Attuning to this item takes only 1 minute.

"I will banish the darkness that hangs heavy in your shadows. I will bring clarity and warmth to the disillusioned and cold. Follow my light, and we will walk in the light as one."

When you put an arrow on the string of this bow and you feel lost and desperate, it whispers words of encouragement to you.

Sekolah-Worshiping Statuette common BMG-DRW-KS01 The Thief of Thay Show
Notes:

Skillfully carved from sandstone, this 1-foot tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth the shark flashes to life and deals 1 Piercing damage to it. The shark can deal damage in this way no more than once per hour.

Rogues Mantle (A) rare BMG-DRW-KS01 The Thief of Thay Show
Notes:

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.

Worn and frayed at the ends, this dirty grey cloak keeps its wearer warm even in cold weather. It has a faint smell of basil and sage.

Minor Property Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Spellwrought Tattoo (Gaseous Form) uncommon BMG-DRW-KS02 Duty and Honor Show
Notes:

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.

Dark Shard Amulet (A by a Warlock) common BMG-DRW-KS02 Duty and Honor Show
Notes:

This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.

Spellcasting Focus. You can use the amulet as a Spellcasting Focus for your Warlock spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Warlock spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can’t use this property again until you finish a Long Rest.

Harmonious. Attuning to this item takes only 1 minute.

Starshot Hand Crossbow (A) rare BMG-DRW-KS02 Duty and Honor Show
Notes:

Weapon (Hand Crossbow), Rare (Requires Attunement)

Interlacing silver ferns—a popular Rashemi motif— adorn both sides of the foregrip. This crossbow is crafted from blackened wood, and its limbs bear pearl inlays depicting constellations. You ignore the loading property with this crossbow. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.

Constellations. The crossbow is decorated with three constellations. As a Bonus Action, you can tap one of the constellations to invoke it, expending 1 charge and producing one of the following effects:
Balance. The next time you hit a creature with a ranged attack roll using this crossbow before the end of your next turn, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 plus your proficiency bonus.
Flames. Until the end of your next turn, when you hit a creature with a ranged attack roll using this crossbow, the attack deals an additional 2d8 Fire damage.
Rogue. Until the end of your next turn, you have the Invisible condition, and anything you are wearing or carrying is also Invisible.

Ring of Protection (A) rare DDHC-TftYP-White Plume Mountain Show
Notes:

You gain a +1 bonus to Armor Class and saving throws while wearing this ring.