Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Ring of Fire Resistance rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring.

Ring of Feather Falling rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Pipe of Rememberance(common) common Online DDHC00-GSM HC Show
Notes:

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.

Moon Sickle +1 uncommon Trade Log Show
Marvelous Pigment very_rare Online DDHC-TOA-09 Ruins of Matolo Show
Notes:

Wondrous item, very rare

Typically found in 2 pots (red and blue) inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Ioun Stone of Awareness rare DDHC-CM-14 The Canopic Being Show
Notes:

Wondrous item, rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.

Insignia of Claws uncommon Tyranny of Dragons ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARD Show
Notes:

Wondrous item, uncommon

The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

Horn of Valhalla (Brass) rare CCC-GAD02-03 Arena of Champions Show
Notes:

Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.

Hat of Disguise uncommon DDHC-CM-14 The Canopic Being Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Githyanki Earring (Ear Horn of Hearing) common 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.

Ghost Step Tattoo (Language: Deep Speech) very_rare SJ-DC-Death In Defiance of Dairy Show
Notes:

Ghost Step Tattoo (Language: Deep Speech)

Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

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.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can’t be grappled or restrained.

You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet travelled.

This Item can be found in Tasha’s Cauldron of Everything.

While attuned to this tattoo, a creature can read and understand deep speech as they hear whispers in the back of their mind

figurine of wondrous power (Griffon) rare Online DDHC-TOA-09 Ruins of Matolo Show
Notes:

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

Figurine of Wonderous Power (Serpentine Owl) uncommon Online CCC-SVH01-01 Dawn of the Raven Lord Show
Notes:

Wondrous Item, uncommon

This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

This item is found on Magic Item Table G in the Dungeon Master’s Guide.

Figurine of Wonderous Power: Onyx Dog rare CCC-GHC-BK2-09 Breath of Fire Show
Notes:

Wondrous item, rare

This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. This item can be found in the Dungeon Master’s Guide.

Eyes of Minute Seeing uncommon DDHC-CM-14 The Canopic Being Show
Notes:

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Effreeti Bottle very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Wondrous item, very rare

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of Your Turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the DM rolls to determine what happens.

d100 Effect
01-10 The Efreeti attacks you. After Fighting for 5 rounds, the Efreeti disappears, and the bottle loses its magic.
11-90 The Efreeti serves you for 1 hour, doing as you Command. Then the Efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same Effect occurs. If the bottle is opened a fourth time, the Efreeti escapes and disappears, and the bottle loses its magic.
91-00 The Efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottles loses its magic.
Show Attribute List
Attributes
Efreeti Bottle
wondrous item
Category: Items
Item Rarity: very rare

Defender(Short Sword) legendary DDHC-TYP Tales from the Yawning Portal Show
Notes:

Weapon (Short Sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Curious Irradiation (Absorbing Tattoo - Radiant) very_rare SJ-DC-LEGIT-SB-03 Mergers and Aquisitions Show
Notes:

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this magic tattoo features designs that emphasize one color. Gold.

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.

Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.

Crystal Ball of True Seeing legendary DDHC-CM-14 The Canopic Being Show
Notes:

Wondrous item, legendary (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.

Cloak of Displacement rare Online CCC-SAC 02 - Fun with Fey Show
Notes:

Wondrous Item, rare, Requires Attunement
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.