Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Silvered Rapier
common
DDHC-COS Curse of Strahd Ch. 13 Amber Temple
Show
Notes:
Weapon (rapier), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Enduring Spellbook
common
Service Reward: Common/Uncommon
Show
Notes:
Wondrous Item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
This spellbook contains the following spells when found: detect magic, magic missile, shield, thunderwave
Language. The bearer can speak and understand primordial while the item is on the bearer’s person.
Silvered Spear
common
DDHC-DD-06 The Forbidden Vale
Show
Notes:
Weapon (spear), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Illuminator's Tattoo
common
WBW-DC-CONMAR-04 A Pleasure Cruise
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
This tattoo appears as a four-leaf clover and will give the bearer a feeling of optimism about what the future holds. An illusion of a tiny leprechaun will appear sitting on their shoulder when the character is using the tattoo for writing.
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the Attunement process. When the Attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your Attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an Ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes Invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the Invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
Mystery Key (Neverdeath Crypt Key)
common
FR-DC-VECNA-02 Eldritch Eye Wide Shut
Show
Notes:
Wondrous Item, common
Etched and molded from dark crystals of dakr purple, the skeleton-style key features the letter "V" etched on it's handle.
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.
Language Minor Property: The bearer can speak and understand the language Elvish while the item is on the bearer's person.
Amulet of Health
common
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
An electrum pendant in the shape of an eye surrounded by a grasping tentacle hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Shark Tooth Necklace (Necklace of Prayer Beads)
common
FR-DC-VECNA-01 Three Body Problem
Show
Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
“A glowing green stone, surrounded by six large sharp razor shark teeth.”
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 by rolling on the table below. 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.
This necklace has the following beads: 1 Bead of Blessing, Bead of Curing, Bead of Favor, Bead of Smiting, Bead of Summons, and Bead of Wind Walking.
Language Minor Property: The bearer can speak and understand a language of sharks and Sahuagin while the item is on the bearer's person.
Wand of Secrets
common
DDHC-COS Curse of Strahd Ch. 13 Amber Temple
Show
Notes:
Wand, uncommon
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
Cloak of Elvenkind
uncommon
DDEX1-8 Tales TreesTell
Show
Notes:
Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
This supple light green cloak embroidered with a delicate leaf pattern makes the wearer feel comfortable whenever worn, suffering no harm from temperatures as cold as 0 ̊ F or as warm as 120 ̊ F.
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Amulet of Proof against Detection and Location
uncommon
DDHC-DD-06 The Forbidden Vale
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
Periapt of Health
uncommon
DDHC-DD-06 The Forbidden Vale
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Eyes of the Eagle
uncommon
CCC-Shiny-02 An Open Secret
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
The lenses, which are tinted blue, are affixed in a set of leather goggles, the double breaking waves of Umberlee worked into the leather on either side of the crystals.
Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
16 T1 TP
Greatsword of Vengeance
uncommon
DDHC-DD-06 The Forbidden Vale
Show
Notes:
Weapon (greatsword), uncommon (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
Doss Lute
uncommon
DDHC-DD-06 The Forbidden Vale
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Boots of Springing and Striding
uncommon
DDHC-KGV-05 Tockworth’s Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
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.
Arcane Grimoire, +1
uncommon
Rebuild Character
Show
Notes:
Wondrous Item, uncommon (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Dryad Cloak (Cloak of Protection)
uncommon
DDAL00-02{a} Lost Tales of Myth Drannor - The Darkwood Webs
Show
Notes:
Wondrous Item, uncommon (requires attunement)
*This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. *
You gain a + 1 bonus to AC and saving throws while you wear this cloak.
Table: F
Price: 16 tier 1 Treasure Points
Ring of Fire Resistance
rare
Trade Log
Show
Notes:
Ring, rare
You have resistance to fire damage while wearing this garnet ring.
Spider Staff
rare
Service Reward: Spider Staff
Show
Notes:
Staff, rare (requires attunement by a Bard, Sorcerer, Warlock, or Wizard)
The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack.
Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges; spell save DC 15).
The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Bracers of Defense (Boundary Bracers)
rare
FR-DC-VECNA-02 Eldritch Eye Wide Shut
Show
Notes:
Wondrous Item, rare (requires attunement)
An Heriloom brace of the Babris family, embossed with imagery of roses and swords. A feminime whisper form the item goads its wearer to acts of evil.
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Guardian Minor Property: The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Silvered Rapier | common | DDHC-COS Curse of Strahd Ch. 13 Amber Temple | Show | |||
|
Notes:
Weapon (rapier), common |
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| Enduring Spellbook | common | Service Reward: Common/Uncommon | Show | |||
|
Notes:
Wondrous Item, common |
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| Silvered Spear | common | DDHC-DD-06 The Forbidden Vale | Show | |||
|
Notes:
Weapon (spear), common |
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| Illuminator's Tattoo | common | WBW-DC-CONMAR-04 A Pleasure Cruise | Show | |||
|
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the Attunement process. When the Attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your Attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an Ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes Invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the Invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn. |
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| Mystery Key (Neverdeath Crypt Key) | common | FR-DC-VECNA-02 Eldritch Eye Wide Shut | Show | |||
|
Notes:
Wondrous Item, common Language Minor Property: The bearer can speak and understand the language Elvish while the item is on the bearer's person. |
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| Amulet of Health | common | Trade Log | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) |
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| Shark Tooth Necklace (Necklace of Prayer Beads) | common | FR-DC-VECNA-01 Three Body Problem | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin) Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. 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. This necklace has the following beads: 1 Bead of Blessing, Bead of Curing, Bead of Favor, Bead of Smiting, Bead of Summons, and Bead of Wind Walking. Language Minor Property: The bearer can speak and understand a language of sharks and Sahuagin while the item is on the bearer's person. |
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| Wand of Secrets | common | DDHC-COS Curse of Strahd Ch. 13 Amber Temple | Show | |||
|
Notes:
Wand, uncommon |
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| Cloak of Elvenkind | uncommon | DDEX1-8 Tales TreesTell | Show | |||
|
Notes:
Cloak of Elvenkind This supple light green cloak embroidered with a delicate leaf pattern makes the wearer feel comfortable whenever worn, suffering no harm from temperatures as cold as 0 ̊ F or as warm as 120 ̊ F. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. |
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| Amulet of Proof against Detection and Location | uncommon | DDHC-DD-06 The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Periapt of Health | uncommon | DDHC-DD-06 The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. |
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| Eyes of the Eagle | uncommon | CCC-Shiny-02 An Open Secret | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. 16 T1 TP |
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| Greatsword of Vengeance | uncommon | DDHC-DD-06 The Forbidden Vale | Show | |||
|
Notes:
Weapon (greatsword), uncommon (requires attunement) Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. |
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| Doss Lute | uncommon | DDHC-DD-06 The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement by a Bard) You can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. |
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| Boots of Springing and Striding | uncommon | DDHC-KGV-05 Tockworth’s Clockworks | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) 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. |
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| Arcane Grimoire, +1 | uncommon | Rebuild Character | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement by a wizard) You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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| Dryad Cloak (Cloak of Protection) | uncommon | DDAL00-02{a} Lost Tales of Myth Drannor - The Darkwood Webs | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) You gain a + 1 bonus to AC and saving throws while you wear this cloak. Table: F |
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| Ring of Fire Resistance | rare | Trade Log | Show | |||
|
Notes:
Ring, rare |
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| Spider Staff | rare | Service Reward: Spider Staff | Show | |||
|
Notes:
Staff, rare (requires attunement by a Bard, Sorcerer, Warlock, or Wizard) Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges; spell save DC 15). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. |
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| Bracers of Defense (Boundary Bracers) | rare | FR-DC-VECNA-02 Eldritch Eye Wide Shut | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) |
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