Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Necklace of Prayer Beads
rare
CCC-BMG-35 ELM2-2 Mists of the Moonsea
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Notes:
This necklace has magic beads made from aquamarine (1 bead), black pearl (2 beads), and blue topaz (1 bead). It also has many nonmagical beads made from white pearls and moonstone. If a magic bead is removed from the necklace, that bead loses its magic. To use a magical bead, 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.
1 Bead of Blessing (aquamarine): Bless
2 Beads of Curing (black pearls): Cure wounds (2nd level) or lesser restoration
1 Bead of Favor (blue topaz): Greater restoration
Nimoras Shield (Shield +3
very_rare
DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair
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Notes:
A wooden shield. Iron spikes protrude from the shield's edges, and a cracked ore skull is painted in black on its outer surface
Prosthetic Limb
common
DDAL10-06 The Fallen Star
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Notes:
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Revolver
unique
DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair
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Notes:
2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
Ring of Acid Resistance
rare
DDHC-CM Alkazaar's Appendix
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Notes:
Ring of Acid Resistance
Ring of Protection
rare
DDHC-TYP White Plume Mountain
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Notes:
Requires Attunement
You gain a +1 bonus to AC and Saving Throws while wearing this ring.
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
Show
Notes:
Requires Attunement
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 1st through 5th Level 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.
4x shield 1x absorb elements
Scilintmoon (Sun blade)
rare
DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom
Show
Notes:
The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.
This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack 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.
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 use an action to expand or reduce its radius of bright 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.
Siren’s caress
rare
Applying Service Rewards
Show
Notes:
This crystalline wand appears as a spiralshaped waterspout. When used, a haunting melody is heard emanating from the wand. This item functions as a wand of paralysis
Spell Scroll of Wish
legendary
DDHC-CM Alkazaar's Appendix
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Notes:
Save DC 19, Attack Bonus +11
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Staff of Swarming Insects
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Staff of withering
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Stone of Good Luck
rare
DDHC-TYP White Plume Mountain
Show
Notes:
Requires Attunement
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
The Blink Dog’s Guide to Transversing the Feywild
rare
Applying Service Rewards
Show
Notes:
This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Velahr´Kerym (Flame Tongue Longsword)
rare
DDAL00-02D - Echoes of the Weeping War
Show
Notes:
Attunement
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
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
Wand of polymorph
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.
Wave / Blackrazor / Whelm
legendary
DDHC-TYP White Plume Mountain
Show
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Necklace of Prayer Beads | rare | CCC-BMG-35 ELM2-2 Mists of the Moonsea | Show | |||
Notes:
This necklace has magic beads made from aquamarine (1 bead), black pearl (2 beads), and blue topaz (1 bead). It also has many nonmagical beads made from white pearls and moonstone. If a magic bead is removed from the necklace, that bead loses its magic. To use a magical bead, 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. 1 Bead of Blessing (aquamarine): Bless 2 Beads of Curing (black pearls): Cure wounds (2nd level) or lesser restoration 1 Bead of Favor (blue topaz): Greater restoration |
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Nimoras Shield (Shield +3 | very_rare | DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair | Show | |||
Notes:
A wooden shield. Iron spikes protrude from the shield's edges, and a cracked ore skull is painted in black on its outer surface |
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Prosthetic Limb | common | DDAL10-06 The Fallen Star | Show | |||
Notes:
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. |
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Revolver | unique | DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair | Show | ||
Notes:
2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots) |
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Ring of Acid Resistance | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Ring of Acid Resistance |
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Ring of Protection | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Requires Attunement You gain a +1 bonus to AC and Saving Throws while wearing this ring. |
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Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Requires Attunement 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 1st through 5th Level 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. 4x shield 1x absorb elements |
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Scilintmoon (Sun blade) | rare | DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom | Show | |||
Notes:
The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night. This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack 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. 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 use an action to expand or reduce its radius of bright 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. |
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Siren’s caress | rare | Applying Service Rewards | Show | |||
Notes:
This crystalline wand appears as a spiralshaped waterspout. When used, a haunting melody is heard emanating from the wand. This item functions as a wand of paralysis |
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Spell Scroll of Wish | legendary | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Save DC 19, Attack Bonus +11 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
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Staff of Swarming Insects | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. |
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Staff of withering | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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Stone of Good Luck | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. |
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The Blink Dog’s Guide to Transversing the Feywild | rare | Applying Service Rewards | Show | |||
Notes:
This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
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Velahr´Kerym (Flame Tongue Longsword) | rare | DDAL00-02D - Echoes of the Weeping War | Show | |||
Notes:
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 |
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Wand of polymorph | 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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Wave / Blackrazor / Whelm | legendary | DDHC-TYP White Plume Mountain | Show |