Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Weave (Helm of Teleportation)
rare
CCC-PHA-01 Six Summoned Swords
Trade Log
Show
Notes:
Wondrous Item, rare (Requires Attunement)
The helm called “Weave” once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer’s head, eight thin spidery legs extend and wrap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken – a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer.
A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship.
When the helmet is used, all those being transported hear the words “Across the weave” whispered softly in undercommon.
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.
Wand of Fireballs
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This black wand has red veins that resemble little antlers. It is warm to the touch, as if the embers of hell burn under its surface.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball 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.
Vicious Glaive
rare
CCC-SVH01-02 Raven Lord’s Aerie
Trade Log
Show
Notes:
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
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.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
The Wall of Teeth (+2 Shield)
rare
DDEX2-14 The Sword of Selfaril
DDEX2-14 The Sword of Selfaril
Show
Notes:
Armor (shield), rare
This shield is fashioned of dull, black steel and festooned with hundreds upon hundreds of human teeth. Whenever the wielder of the shield is presented with an opportunity to act in a selfish or malevolent way, the item heightens the wielder’s urge to do so.
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Studded Leather Armor +3
legendary
DDHC-TYP-White Plume Mountain
Trade Log
Show
Notes:
exchanges for a +3 Armor following the Adventurer's League guidance on the legendary Weapons of White Plume Mountain.
Staff of Swarming Insects
rare
DDEX3-3 The Occupation of Szith Morcane
Trade Log
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.
Ring of Telekinesis
common
DDHC-KfgV-13 Fire and Darkness
Show
Mind Crystal (Heightened)
common
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Rare
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.
When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.
Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.
Mace of Terror
common
DDHC-KfgV-13 Fire and Darkness
Show
Instrument of the Bards (Cli Lyre)
common
DDHC-KfgV-13 Fire and Darkness
Show
Greatsword of Wounding
rare
DDEX2-15 Black Heart of Vengeance
DDEX2-15 Black Heart of Vengeance
Show
Notes:
Weapon (greatsword), rare (requires attunement)
Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
This sword’s blade is serrated along the back edge with a single, deep fuller running the length of its blade, bifurcating the point. The sharkskin-wrapped hilt ends in a pommel fashioned of a large, unfinished gemstone. This sword, however, has a tragic history. Anyone familiar with Aleyd Burral and her fall from grace recognizes the weapon and treat the wielder with suspicion.
Greatsword +2
rare
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
DDHC-TYP Tales from the Yawning Portal - White Plume Mountain
Show
Goggles of Night
uncommon
DDAL-10-01 Into the Frozen North
Trade Log
Show
Notes:
These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Githyanki Earring (Ear Horn of Hearing)
common
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Common
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.
Sentinel. This item glows faintly when aberrations are within 120 feet of it.
This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.
Frost Brand Scimitar
very_rare
Golden Vault Reward
DDHC-KfgV-13 Fire and Darkness
Show
Notes:
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.
In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.
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.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-10 HILL1-1 Arrival
CCC-BMG-10 HILL1-1 Arrival
Show
Notes:
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Elemental Gem (Yellow diamond - Earth Elemental)
uncommon
DDEX2-15 Black Heart of Vengeance
DDEX2-15 Black Heart of Vengeance
Show
Notes:
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
Earring of Message
common
BMG-DRWEP-OD-01 The Enemy of My Enemy
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Wondrous Item, Common
The blue crystal of this earring is wrapped with delicate copper wire styled in the shape of a flying serpent, the symbol of the Zhentarim.
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
Dwarven Plate
very_rare
CCC-TRI-10 Contact
Trade Log
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.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Dust of Disappearance
rare
DDHC-CM-12 - The Curious Tale of Wisteria Vale
Show
Name ▼ | Rarity | Location | Table | Result | Source | |
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Weave (Helm of Teleportation) | rare | CCC-PHA-01 Six Summoned Swords | Trade Log | Show | ||
Notes:
Wondrous Item, rare (Requires Attunement) The helm called “Weave” once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer’s head, eight thin spidery legs extend and wrap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken – a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer. A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship. When the helmet is used, all those being transported hear the words “Across the weave” whispered softly in undercommon. This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. |
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Wand of Fireballs | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) This black wand has red veins that resemble little antlers. It is warm to the touch, as if the embers of hell burn under its surface. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball 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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Vicious Glaive | rare | CCC-SVH01-02 Raven Lord’s Aerie | Trade Log | Show | ||
Notes:
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. 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. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. |
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The Wall of Teeth (+2 Shield) | rare | DDEX2-14 The Sword of Selfaril | DDEX2-14 The Sword of Selfaril | Show | ||
Notes:
Armor (shield), rare This shield is fashioned of dull, black steel and festooned with hundreds upon hundreds of human teeth. Whenever the wielder of the shield is presented with an opportunity to act in a selfish or malevolent way, the item heightens the wielder’s urge to do so. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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Studded Leather Armor +3 | legendary | DDHC-TYP-White Plume Mountain | Trade Log | Show | ||
Notes:
exchanges for a +3 Armor following the Adventurer's League guidance on the legendary Weapons of White Plume Mountain. |
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Staff of Swarming Insects | rare | DDEX3-3 The Occupation of Szith Morcane | Trade Log | 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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Ring of Telekinesis | common | DDHC-KfgV-13 Fire and Darkness | Show | |||
Mind Crystal (Heightened) | common | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
Notes:
Wondrous Item, Rare These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell. |
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Mace of Terror | common | DDHC-KfgV-13 Fire and Darkness | Show | |||
Instrument of the Bards (Cli Lyre) | common | DDHC-KfgV-13 Fire and Darkness | Show | |||
Greatsword of Wounding | rare | DDEX2-15 Black Heart of Vengeance | DDEX2-15 Black Heart of Vengeance | Show | ||
Notes:
Weapon (greatsword), rare (requires attunement) Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. This sword’s blade is serrated along the back edge with a single, deep fuller running the length of its blade, bifurcating the point. The sharkskin-wrapped hilt ends in a pommel fashioned of a large, unfinished gemstone. This sword, however, has a tragic history. Anyone familiar with Aleyd Burral and her fall from grace recognizes the weapon and treat the wielder with suspicion. |
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Greatsword +2 | rare | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | DDHC-TYP Tales from the Yawning Portal - White Plume Mountain | Show | ||
Goggles of Night | uncommon | DDAL-10-01 Into the Frozen North | Trade Log | Show | ||
Notes:
These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
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Githyanki Earring (Ear Horn of Hearing) | common | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
Notes:
Wondrous Item, Common While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137. Sentinel. This item glows faintly when aberrations are within 120 feet of it. This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect. |
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Frost Brand Scimitar | very_rare | Golden Vault Reward | DDHC-KfgV-13 Fire and Darkness | Show | ||
Notes:
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour. 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. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |
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Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-10 HILL1-1 Arrival | CCC-BMG-10 HILL1-1 Arrival | Show | ||
Notes:
Wondrous item, uncommon These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
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Elemental Gem (Yellow diamond - Earth Elemental) | uncommon | DDEX2-15 Black Heart of Vengeance | DDEX2-15 Black Heart of Vengeance | Show | ||
Notes:
Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. |
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Earring of Message | common | BMG-DRWEP-OD-01 The Enemy of My Enemy | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
Wondrous Item, Common The blue crystal of this earring is wrapped with delicate copper wire styled in the shape of a flying serpent, the symbol of the Zhentarim. The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn. |
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Dwarven Plate | very_rare | CCC-TRI-10 Contact | Trade Log | 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. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
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Dust of Disappearance | rare | DDHC-CM-12 - The Curious Tale of Wisteria Vale | Show |