Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Blessing of Protection
unique
Reward As If You Have Been A Player: DDHC-KGV-CH-13 Fire and Darkness
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Notes:
Supernatural gift (blessing)
You gain a +1 bonus to AC and saving throws.
Tome of the Stilled Tongue
legendary
I
DDHC-TYP Tales from the Yawning Portal - Dead in Thay
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Notes:
Wondrous item, legendary (requires attunement by a wizard)
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it’s unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Robe of the Archmagi
legendary
Trade Log
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Notes:
Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Euryale’s Aegis
legendary
Service Reward: Euryale’s Aegis
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Notes:
Armor (shield), legendary (requires attunement)
This gleaming brass shield bears a relief of the legendary medusa druid Euryale.
While wielding this shield, you gain the following benefits:
Blessing of Euryale. You have resistance to poison damage and are immune to the petrified condition.
Petrifying Heraldry. As a bonus action, you can make the front of the shield flare with a medusa’s petrifying magic, causing the relief’s eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone. The restrained creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature has the petrified condition for 24 hours. On a successful save, the restrained condition ends. Once this bonus action is used, it can’t be used again until the next dawn.
Spellcasting. While wielding the shield, you can use an action to cast one of the following spells from it: Lesser Restoration, Locate Creature, Transport via Plants. Once you use the shield to cast a spell, the shield can’t cast that spell again until the next dawn.
Staff of Power
very_rare
Trade Log
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Notes:
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus:
* cone of cold (5 charges)
* fireball (5th-level version, 5 charges)
* globe of invulnerability (6 charges)
* hold monster (5 charges)
* levitate (2 charges)
* lightning bolt (5th-level version, 5 charges)
* magic missile (1 charge)
* ray of enfeeblement (1 charge)
* wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Splint, +2
very_rare
DDEP10-02 A Song of Spears
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Notes:
Armor (heavy), very rare
his armor is made of magically treated remorhaz hide and is trimmed with black fur and decorated with feathers and beads.
You have a +2 bonus to AC while wearing this armor.
Wand of the War Mage, +3
very_rare
DDEP10-02 A Song of Spears
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Notes:
Wand, very rare (requires attunement by a spellcaster)
The shaft of this wand is made of blackened bone covered in flecks of a strange, unidentifiable metal.
While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Ring of Regeneration
very_rare
Service Reward: Ring of Regeneration
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.
Airalindë (Bow of Melodies)
very_rare
Trade Log
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Notes:
Weapon (longbow), very rare (requires attunement)
A wonder of elven craftsmanship, Airalindë (“Hymn”) is a wooden bow cleverly reinforced with mithral and inlaid with enchanted moonstones.
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.
Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Conscientious Minor Property. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.
Battle Standard of Infernal Power
very_rare
Purchase Log
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Notes:
Wondrous Item, very rare (requires attunement)
This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.
While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Tome of Clear Thought
very_rare
Trade Log
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Notes:
Wondrous item, very rare
This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Dragon Scale Mail (Silver)
very_rare
Trade Log
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Notes:
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Robe of Stars
very_rare
Trade Log
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Notes:
Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Sage’s Signet (Hart)
very_rare
Trade Log
Show
Notes:
Ring, very rare (requires attunement by a Spellcaster)
This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn.
While wearing the Sage’s Signet, you can cast Aura of Vitality and Mass Cure Wounds once each from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn.
Ring of Telekinesis
very_rare
Reward As If You Have Been A Player: DDHC-KGV-CH-13 Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
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.
Arcane Grimoire, +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare (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 +3 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.
Planecaller’s Codex
rare
Trade Log
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Notes:
Wondrous Item, rare (requires attunement by a wizard)
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook 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 cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
Censer of Controlling Air Elementals
rare
Trade Log
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Notes:
Wondrous Item, rare
While incense is burning in this censer, you can use an action to speak the censer's Command Word and summon an Air Elemental, as if you had cast the Conjure Elemental spell. The censer can't be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Wand of the War Mage, +2
rare
CCC-ROZK-0101 Binder’s Torment
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Notes:
Wand, rare (requires attunement by a Spellcaster)
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
The Blink Dog’s Guide to Transversing the Feywild (Atlas of Endless Horizons)
rare
Service Rewards: The Blink Dog’s Guide to Transversing the Feywild
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
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 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 spellbook 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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Blessing of Protection | unique | Reward As If You Have Been A Player: DDHC-KGV-CH-13 Fire and Darkness | Show | |||
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Notes:
Supernatural gift (blessing) |
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| Tome of the Stilled Tongue | legendary | I | DDHC-TYP Tales from the Yawning Portal - Dead in Thay | Show | ||
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Notes:
Wondrous item, legendary (requires attunement by a wizard) This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it’s unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn. While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased. |
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| Robe of the Archmagi | legendary | Trade Log | Show | |||
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Notes:
Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) You gain these benefits while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. |
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| Euryale’s Aegis | legendary | Service Reward: Euryale’s Aegis | Show | |||
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Notes:
Armor (shield), legendary (requires attunement) While wielding this shield, you gain the following benefits: Blessing of Euryale. You have resistance to poison damage and are immune to the petrified condition. Petrifying Heraldry. As a bonus action, you can make the front of the shield flare with a medusa’s petrifying magic, causing the relief’s eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone. The restrained creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature has the petrified condition for 24 hours. On a successful save, the restrained condition ends. Once this bonus action is used, it can’t be used again until the next dawn. Spellcasting. While wielding the shield, you can use an action to cast one of the following spells from it: Lesser Restoration, Locate Creature, Transport via Plants. Once you use the shield to cast a spell, the shield can’t cast that spell again until the next dawn. |
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| Staff of Power | very_rare | Trade Log | Show | |||
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Notes:
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. |
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| Splint, +2 | very_rare | DDEP10-02 A Song of Spears | Show | |||
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Notes:
Armor (heavy), very rare You have a +2 bonus to AC while wearing this armor. |
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| Wand of the War Mage, +3 | very_rare | DDEP10-02 A Song of Spears | Show | |||
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Notes:
Wand, very rare (requires attunement by a spellcaster) While 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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| Ring of Regeneration | very_rare | Service Reward: Ring of Regeneration | Show | |||
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Notes:
Ring, very rare (requires attunement) |
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| Airalindë (Bow of Melodies) | very_rare | Trade Log | Show | |||
|
Notes:
Weapon (longbow), very rare (requires attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. Conscientious Minor Property. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience. |
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| Battle Standard of Infernal Power | very_rare | Purchase Log | Show | |||
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Notes:
Wondrous Item, very rare (requires attunement) While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances. |
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| Tome of Clear Thought | very_rare | Trade Log | Show | |||
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Notes:
Wondrous item, very rare |
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| Dragon Scale Mail (Silver) | very_rare | Trade Log | Show | |||
|
Notes:
Armor (scale mail), very rare (requires attunement) While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. |
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| Robe of Stars | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, very rare (requires attunement) Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. |
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| Sage’s Signet (Hart) | very_rare | Trade Log | Show | |||
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Notes:
Ring, very rare (requires attunement by a Spellcaster) While wearing the Sage’s Signet, you can cast Aura of Vitality and Mass Cure Wounds once each from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn. |
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| Ring of Telekinesis | very_rare | Reward As If You Have Been A Player: DDHC-KGV-CH-13 Fire and Darkness | Show | |||
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Notes:
Ring, very rare (requires attunement) |
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| Arcane Grimoire, +3 | very_rare | Trade Log | Show | |||
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Notes:
Wondrous Item, very rare (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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| Planecaller’s Codex | rare | Trade Log | Show | |||
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Notes:
Wondrous Item, rare (requires attunement by a wizard) 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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| Censer of Controlling Air Elementals | rare | Trade Log | Show | |||
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Notes:
Wondrous Item, rare |
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| Wand of the War Mage, +2 | rare | CCC-ROZK-0101 Binder’s Torment | Show | |||
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Notes:
Wand, rare (requires attunement by a Spellcaster) |
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| The Blink Dog’s Guide to Transversing the Feywild (Atlas of Endless Horizons) | rare | Service Rewards: The Blink Dog’s Guide to Transversing the Feywild | Show | |||
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Notes:
Wondrous Item, rare (requires attunement by a wizard) 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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