Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Candle of the Deep
common
FR-DC-RAY-07 Green Lady's Lament
Show
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Sentinel. This item glows faintly when Undead are within 120 feet of it.
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.
Bracers of Defense (A)
common
DDHC-TftYP-White Plume Mountain
Show
Notes:
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
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.
+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.
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.
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.
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.
Boots of Striding and Springin (A)
uncommon
DDHC-TftYP-White Plume Mountain
Show
Notes:
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Stone of Good Luck (A)
uncommon
DDHC-TftYP-White Plume Mountain
Show
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
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.
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.
Chain Mail +1
rare
DDHC-TftYP-White Plume Mountain
Show
Notes:
You have a +1 bonus to AC while wearing this armor.
Goggles of Night
rare
DDHC-TftYP-White Plume Mountain
Show
Notes:
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
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 Spell Storing (A)
rare
DDHC-TftYP-White Plume Mountain
Show
Notes:
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
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
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.
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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Candle of the Deep | common | FR-DC-RAY-07 Green Lady's Lament | Show | |||
|
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. Sentinel. This item glows faintly when Undead are within 120 feet of it. |
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| 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. |
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| Bracers of Defense (A) | common | DDHC-TftYP-White Plume Mountain | Show | |||
|
Notes:
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield. |
||||||
| 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. |
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| +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. |
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| 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. |
||||||
| 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. |
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| 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. |
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| 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. |
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| Boots of Striding and Springin (A) | uncommon | DDHC-TftYP-White Plume Mountain | Show | |||
|
Notes:
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
||||||
| Stone of Good Luck (A) | uncommon | DDHC-TftYP-White Plume Mountain | Show | |||
|
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
||||||
| 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. |
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| 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. |
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| Chain Mail +1 | rare | DDHC-TftYP-White Plume Mountain | Show | |||
|
Notes:
You have a +1 bonus to AC while wearing this armor. |
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| Goggles of Night | rare | DDHC-TftYP-White Plume Mountain | Show | |||
|
Notes:
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. |
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| 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: |
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| Ring of Spell Storing (A) | rare | DDHC-TftYP-White Plume Mountain | Show | |||
|
Notes:
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| 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 Bead of Blessing |
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| 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. |
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| 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. |
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