Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Crystal Ball of True Seeing
legendary
DDHC-CM The Canopic Being
Show
Notes:
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.
Longbow of the Healing Hearth (A)
legendary
Purchase Log
Show
Notes:
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow.
When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1).
If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting.
While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
Wave/Whelm/Brackrazor
legendary
DDHC-TYP -White Plume Mountain
DDHC-TYP -White Plume Mountain
Show
Notes:
Choose one
Ring of Telekinesis
very_rare
Keys from the Golden Vault - Fire and Darkness
Trade Log
Show
Notes:
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Longbow +3
very_rare
Evergreen purchase from S8
Trade Log
Show
Studded Leather +2
very_rare
Against the Giants: Fire Giant Lair
Trade Log
Show
Cloak of the Arachnida
very_rare
DDAL09-12 The Breath of Life
Trade Log
Show
Notes:
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Manual of Quickness of Action
very_rare
CCC-BMG 37: HULB 3-1 - Weakness of Rock
CCC-BMG 37: HULB 3-1 - Weakness of Rock
Show
Notes:
This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century
Belt of Fire Giant Strength
very_rare
DDEP3 Blood Above, Blood Below
DDEP3 Blood Above, Blood Below
Show
Notes:
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow.
Shadowsong (Oathbow, Requires Attunement by a Ranger)
very_rare
DDEX3-7 Herald of the Moon (pre Season 8)
Trade Log
Show
Notes:
Flavour: Each of the elven oathbows are possessed of mythical power and ancient legends. Shadowsong is hewn from a supple length of yew and features curious green metal tendrils snaking through its length. It glows dimly in the presence of humans.
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged Attack, you can, as a Command phrase, say, "Swift death to you who have wronged me." The target of your Attack becomes your Sworn Enemy until it dies or until dawn seven days later. You can have only one such Sworn Enemy at a time. When your Sworn Enemy dies, you can choose a new one after the next dawn.
When you make a ranged Attack roll with this weapon against your Sworn Enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the Attack hits, your Sworn Enemy takes an extra 3d6 piercing damage.
While your Sworn Enemy lives, you have disadvantage on Attack Rolls with all other Weapons.
Animated Shield
very_rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
While holding this shield, you can speak its command word as 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 animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Wand of Polymorph
very_rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Rod of Absorption
very_rare
CCC-SVH01-03 Vault of the Raven Lord
Show
Notes:
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself – is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
This item is found on Magic Item Table H in the Dungeon Master’s Guide.
Has 9 levels absorbed
Watchful Helm
very_rare
DDHC-CM The Canopic Being
Show
Notes:
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
a shiny steel helm embossed with lidless eyes
Staff of Fate
very_rare
DDHC-CM The Canopic Being
Show
Notes:
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
a six-foot-long staff made of transparent crystal
Ioun Stone of Awareness
rare
DDHC-CM The Canopic Being
Show
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Ring of Acid Resistance
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
You have resistance to acid damage while wearing this ring.
Horn of Blasting
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Ptahrek’s Glaive (Vicious Weapon)
rare
CCC-SVH01-02 Raven Lord’s Aerie
Show
Notes:
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapons type.
This item is found on Magic Item Table G in the Dungeon Master’s Guide.
The blade of this weapon is made into that of a stylized black raven feather. The wielder of the weapon has the sensation of flying whenever they close their eyes.
Wand of the War Mage +2
rare
CCC-ROZK01-1 - Binder's Torment
Show
Notes:
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Crystal Ball of True Seeing | legendary | DDHC-CM The Canopic Being | Show | |||
Notes:
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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Longbow of the Healing Hearth (A) | legendary | Purchase Log | Show | |||
Notes:
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers. You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target. The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1). If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges). |
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Wave/Whelm/Brackrazor | legendary | DDHC-TYP -White Plume Mountain | DDHC-TYP -White Plume Mountain | Show | ||
Notes:
Choose one |
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Ring of Telekinesis | very_rare | Keys from the Golden Vault - Fire and Darkness | Trade Log | Show | ||
Notes:
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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Longbow +3 | very_rare | Evergreen purchase from S8 | Trade Log | Show | ||
Studded Leather +2 | very_rare | Against the Giants: Fire Giant Lair | Trade Log | Show | ||
Cloak of the Arachnida | very_rare | DDAL09-12 The Breath of Life | Trade Log | Show | ||
Notes:
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Manual of Quickness of Action | very_rare | CCC-BMG 37: HULB 3-1 - Weakness of Rock | CCC-BMG 37: HULB 3-1 - Weakness of Rock | Show | ||
Notes:
This book contains coordination and balance 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 Dexterity 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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Belt of Fire Giant Strength | very_rare | DDEP3 Blood Above, Blood Below | DDEP3 Blood Above, Blood Below | Show | ||
Notes:
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow. |
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Shadowsong (Oathbow, Requires Attunement by a Ranger) | very_rare | DDEX3-7 Herald of the Moon (pre Season 8) | Trade Log | Show | ||
Notes:
Flavour: Each of the elven oathbows are possessed of mythical power and ancient legends. Shadowsong is hewn from a supple length of yew and features curious green metal tendrils snaking through its length. It glows dimly in the presence of humans. When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged Attack, you can, as a Command phrase, say, "Swift death to you who have wronged me." The target of your Attack becomes your Sworn Enemy until it dies or until dawn seven days later. You can have only one such Sworn Enemy at a time. When your Sworn Enemy dies, you can choose a new one after the next dawn. When you make a ranged Attack roll with this weapon against your Sworn Enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the Attack hits, your Sworn Enemy takes an extra 3d6 piercing damage. While your Sworn Enemy lives, you have disadvantage on Attack Rolls with all other Weapons. |
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Animated Shield | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
While holding this shield, you can speak its command word as 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 animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. |
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Wand of Polymorph | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Rod of Absorption | very_rare | CCC-SVH01-03 Vault of the Raven Lord | Show | |||
Notes:
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself – is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. This item is found on Magic Item Table H in the Dungeon Master’s Guide. Has 9 levels absorbed |
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Watchful Helm | very_rare | DDHC-CM The Canopic Being | Show | |||
Notes:
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. a shiny steel helm embossed with lidless eyes |
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Staff of Fate | very_rare | DDHC-CM The Canopic Being | Show | |||
Notes:
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. a six-foot-long staff made of transparent crystal |
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Ioun Stone of Awareness | rare | DDHC-CM The Canopic Being | Show | |||
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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Ring of Acid Resistance | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
You have resistance to acid damage while wearing this ring. |
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Horn of Blasting | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
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Ptahrek’s Glaive (Vicious Weapon) | rare | CCC-SVH01-02 Raven Lord’s Aerie | Show | |||
Notes:
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapons type. This item is found on Magic Item Table G in the Dungeon Master’s Guide. The blade of this weapon is made into that of a stylized black raven feather. The wielder of the weapon has the sensation of flying whenever they close their eyes. |
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Wand of the War Mage +2 | rare | CCC-ROZK01-1 - Binder's Torment | Show | |||
Notes:
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |