Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Staff of Defense (Requires attunement)
rare
DDHC-LMOP Lost Mine of Phandelver - Cragmaw Castle
DDHC-LMOP Lost Mine of Phandelver
Show
Notes:
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.
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: mage armor (1 charge) or shield (2 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Wand of Lightningbolts
rare
DDAL08-09 Fangs and Frogs
DDAL08-09 Fangs and Frogs
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Staff of Swarming Insects
rare
DDEX3-3 The Occupation of Szith Morcane
DDEX3-3 The Occupation of Szith Morcane
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard)
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.
This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings.
Brazier of Controlling Fire Elementals
rare
CCC-WYC1-2 Where Rock and Fire Meet
Trade Log
Show
Notes:
Wondrous Item
This item is warm to the touch and it appears to be crafted from black iron. Sigils of flames cover its surface surrounding a symbol of the Cult of Eternal Flame painted in orange and red. While this brazier is on a bearer’s person, that person can speak and understand Ignan.
While a fire burns in this black iron brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs five pounds.
This item can be found in the Dungeon Master’s Guide.
Wave
legendary
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Notes:
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Notes:
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.
Bracers of Defense
rare
DDHC-DIA-Baldur’s Gate: Descent into Avernus
Trade Log
Show
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.
Rod of the Pact Keeper +2
rare
DDAL09-20 - Where Devils Fear to Treat
Trade Log
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an
action while holding the rod. You can’t use this property again until you finish a long rest. This item is found in the Dungeon Master’s Guide.
This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.
Bag of Tricks (gray)
uncommon
CCC-GHC-BK1-09 Scavenger
Trade Log
Show
Notes:
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk
Bag of Holding
uncommon
Level 5 Item
Level 5 Item
Show
Notes:
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.
Dwarven Half Plate
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Animated Shield
very_rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Ring of Acid Resistance
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Ring of Force Resistance
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
You have Resistance to Force damage while wearing this ring. The ring is set with sapphire.
Sun Blade
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take 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 weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a +2 bonus to attack rolls 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.
Sunlight. 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 take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Glamoured Studded Leather
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Amulet of Health
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
Wraps of Unarmed Power, +3
very_rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Energy Bow
very_rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Candle of Invocation (Ysgard)
very_rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Staff of Defense (Requires attunement) | rare | DDHC-LMOP Lost Mine of Phandelver - Cragmaw Castle | DDHC-LMOP Lost Mine of Phandelver | Show | ||
Notes:
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class. 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: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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Wand of Lightningbolts | rare | DDAL08-09 Fangs and Frogs | DDAL08-09 Fangs and Frogs | Show | ||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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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Staff of Swarming Insects | rare | DDEX3-3 The Occupation of Szith Morcane | DDEX3-3 The Occupation of Szith Morcane | Show | ||
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard) 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. This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings. |
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Brazier of Controlling Fire Elementals | rare | CCC-WYC1-2 Where Rock and Fire Meet | Trade Log | Show | ||
Notes:
Wondrous Item This item is warm to the touch and it appears to be crafted from black iron. Sigils of flames cover its surface surrounding a symbol of the Cult of Eternal Flame painted in orange and red. While this brazier is on a bearer’s person, that person can speak and understand Ignan. While a fire burns in this black iron brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs five pounds. This item can be found in the Dungeon Master’s Guide. |
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Wave | legendary | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | ||
Notes:
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. |
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Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | ||
Notes:
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. |
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Bracers of Defense | rare | DDHC-DIA-Baldur’s Gate: Descent into Avernus | Trade Log | Show | ||
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield. |
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Rod of the Pact Keeper +2 | rare | DDAL09-20 - Where Devils Fear to Treat | Trade Log | Show | ||
Notes:
Rod, rare (requires attunement by a warlock) |
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Bag of Tricks (gray) | uncommon | CCC-GHC-BK1-09 Scavenger | Trade Log | Show | ||
Notes:
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. |
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Bag of Holding | uncommon | Level 5 Item | Level 5 Item | Show | ||
Notes:
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened. |
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Dwarven Half Plate | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. The wearer has Disadvantage on Dexterity (Stealth) checks. |
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Animated Shield | very_rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free. |
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Ring of Acid Resistance | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl. |
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Ring of Force Resistance | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
You have Resistance to Force damage while wearing this ring. The ring is set with sapphire. |
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Sun Blade | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take 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 weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls 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. Sunlight. 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 take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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Glamoured Studded Leather | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor. |
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Amulet of Health | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. |
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Wraps of Unarmed Power, +3 | very_rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. |
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Energy Bow | very_rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. |
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Candle of Invocation (Ysgard) | very_rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. |