Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Hat of Vermin
common
Character Creation
Show
Notes:
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
Figurine of Wonderous Power (Serpentine Owl)
uncommon
Trade Log
Show
Notes:
Figurine of Wonderous Power (Serpentine Owl)
Wondrous Item, uncommon
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
This item is found on Magic Item Table G in the Dungeon Master’s Guide.
Figurine of Wonderous Power (Serpentine Owl)
uncommon
CCC-SVH01-01 Dawn of the Raven Lord
Show
Notes:
Figurine of Wonderous Power (Serpentine Owl)
Wondrous Item, uncommon
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
This item is found on Magic Item Table G in the Dungeon Master’s Guide.
Ring of Protection
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Jewelry
Wand of Fear
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Wand, rare (requires attunement)
This wand has 7 charges for the following properties. It 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.
Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Ptahrek’s Glaive (Vicious Weapon)
rare
CCC-SVH01-02 Raven Lord’s Aerie
Show
Notes:
Ptahrek’s Glaive (Vicious Weapon)
Weapon, rare
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.
Horn of Blasting
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Horn of Blasting
Wondrous item, rare
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.
Wand of the War Mage +2
rare
CCC-ROZK-0101 Binder’s Torment
Show
Notes:
Wand of the War Mage +2
Wand, rare (requires attunement by a spellcaster)
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.
Flame Tongue Rapier
rare
DDHC-TOA-10 Ruins of Hisari
Show
Notes:
Flame Tongue
Weapon (any Sword), 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.
Feature: This sword is forged from glistening obsidian.
Cloak of Displacement
rare
CCC-THENT01-03 The Dreaming Relic
Show
Notes:
Cloak of Displacement
Wondrous Item, rare, Requires Attunement
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal white Plum Mountain
Show
Notes:
Requires Attunement by a Cleric, Druid, or Paladin
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 Name — 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
4
1
1
6
13
17
Cloak of Displacement
rare
Trade Log
Show
Notes:
Cloak of Displacement (Rare, Requires Attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Longbow +2
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Weapon (longbow), rare
You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.
Staff of Withering
rare
DDHC-CM Alkazaar's Appendix
Show
Notes:
Staff of Withering
Staff, rare (requires attunement by a cleric, druid, or warlock)
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.
Wand of the War Mage +3
very_rare
Trade Log
Show
Notes:
Wand of the War Mage +3
Wand, very rare (Requires Attunement by a Spellcaster)
While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
+3 Greatsword
very_rare
DDEX3-4 It’s All in the Blood
Show
Notes:
This greatsword's blade is fashioned from obsidian. Carved into it are dwarven battle chants. It smolders and radiates heat whenever it strikes a giant.
Dwarven Plate
very_rare
Trade Log
Show
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an Effect moves you against your will along the ground, you can use your Reaction to reduce the distance you are moved by up to 10 feet.
Belt of Fire Giant Strength
very_rare
DDEP3 Blood Above, Blood Below
Show
Notes:
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.
Wondrous Item, very rare
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.
Tome of Leadership and Influence
very_rare
Trade Log
Show
Notes:
Tome of Leadership and Influence
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Carpet of Flying
very_rare
CCC-GOC 01-03 Winds of Rot
Show
Notes:
Carpet of Flying
Wondrous Item, very rare
You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it.
The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.
This item can be found in the Dungeon Master’s Guide.
Name | Rarity ▲ | Location | Table | Result | Source | |
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Hat of Vermin | common | Character Creation | Show | |||
Notes:
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. |
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Figurine of Wonderous Power (Serpentine Owl) | uncommon | Trade Log | Show | |||
Notes:
Figurine of Wonderous Power (Serpentine Owl) Wondrous Item, uncommon This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. This item is found on Magic Item Table G in the Dungeon Master’s Guide. |
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Figurine of Wonderous Power (Serpentine Owl) | uncommon | CCC-SVH01-01 Dawn of the Raven Lord | Show | |||
Notes:
Figurine of Wonderous Power (Serpentine Owl) Wondrous Item, uncommon This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. This item is found on Magic Item Table G in the Dungeon Master’s Guide. |
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Ring of Protection | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Ring, rare (requires attunement) Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Jewelry |
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Wand of Fear | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Wand, rare (requires attunement) Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. |
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Ptahrek’s Glaive (Vicious Weapon) | rare | CCC-SVH01-02 Raven Lord’s Aerie | Show | |||
Notes:
Ptahrek’s Glaive (Vicious Weapon) Weapon, rare 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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Horn of Blasting | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Horn of Blasting 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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Wand of the War Mage +2 | rare | CCC-ROZK-0101 Binder’s Torment | Show | |||
Notes:
Wand of the War Mage +2 Wand, rare (requires attunement by a spellcaster) 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. |
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Flame Tongue Rapier | rare | DDHC-TOA-10 Ruins of Hisari | Show | |||
Notes:
Flame Tongue You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. |
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Cloak of Displacement | rare | CCC-THENT01-03 The Dreaming Relic | Show | |||
Notes:
Cloak of Displacement |
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Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal white Plum Mountain | Show | |||
Notes:
Requires Attunement by a Cleric, Druid, or Paladin 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 Name — 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 4 |
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Cloak of Displacement | rare | Trade Log | Show | |||
Notes:
Cloak of Displacement (Rare, Requires Attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
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Longbow +2 | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Weapon (longbow), rare You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. |
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Staff of Withering | rare | DDHC-CM Alkazaar's Appendix | Show | |||
Notes:
Staff of Withering 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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Wand of the War Mage +3 | very_rare | Trade Log | Show | |||
Notes:
Wand of the War Mage +3 While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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+3 Greatsword | very_rare | DDEX3-4 It’s All in the Blood | Show | |||
Notes:
This greatsword's blade is fashioned from obsidian. Carved into it are dwarven battle chants. It smolders and radiates heat whenever it strikes a giant. |
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Dwarven Plate | very_rare | Trade Log | Show | |||
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an Effect moves you against your will along the ground, you can use your Reaction to reduce the distance you are moved by up to 10 feet. |
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Belt of Fire Giant Strength | very_rare | DDEP3 Blood Above, Blood Below | Show | |||
Notes:
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. 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. |
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Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Notes:
Tome of Leadership and Influence |
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Carpet of Flying | very_rare | CCC-GOC 01-03 Winds of Rot | Show | |||
Notes:
Carpet of Flying Wondrous Item, very rare You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it. The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers. This item can be found in the Dungeon Master’s Guide. |