Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Aegis of the Raven Queen very_rare CCC-BWM-03 A Tale of Two Towers Show
Notes:

Aegis of the Raven Queen (Shield, +3)
Armor (shield), Very rare

This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.

While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.

While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Amulet of Health rare DDAL08-10 The Skull Square Murders Show
Notes:

Wondrous Item, Major, Rare (Requires Attunement)
Table G, Tier 2-4, 20 TCP
Weight: 1 lbs.

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.

An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Axehead's Coat of Beaks(common) common Online CCC-MTL-03 House of Webs Show
Notes:

Armor of Gleaming(spiked armor), common
Once belonging to the battlerager Axehead Moontunnel, this armor is of his own strange design and crafted from parts of Underdark creatures. The softer parts are made of boiled roper skin and the spikes are beaks taken from various Underdark horrors. The mask features heads of two small axes strapped together to form a sort of visor. Though made of unpleasant materials, the armor never seems to get any dirtier than it already is – blood runs right off it! The wearer of this armor feels as though they can take on any opponent.

bag of holding uncommon Trade Log Show
Bag of Holding uncommon DDHC-TYP Tales from the Yawning Portal Show
Notes:

Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Balagos’ Belt (+3 Dragonhide Belt) very_rare FR-DC-BG The Flying Flame Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.

Harmonious. Attuning to this item takes only 1 minute.

Belt of Fire Giant Strength very_rare online Trade Log Show
Notes:

Wondrous item, very rare

Requires Attunement

While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth - it is made of the tanned hides of drow.

Berserker Axe(Great Axe) rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Weapon (Great axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Bracers of Defence rare Online CCC-BMG-17 ELM1-2 The Lost Sanctum Show
Notes:

Bracers of Defense
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.

Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Bronze Griffon Figurine of Wondrous Power rare DDHC-KftGV-13 Fire and Darkness 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.

Cape of the Mountebank rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Wondrous item, rare

This cape smells faintly of Brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can’t be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Show Attribute List
Attributes
Cape Of The Mountebank
wondrous item
Category: Items
Item Rarity: rare

Carpet of Flying very_rare CCC-GOC-0103 Winds of Rot Show
Notes:

Wondrous Item, very rare

You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it.

The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.

Size: 5 ft. x 7 ft. Capacity: 600 lb Flying Speed: 40 feet

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.

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.

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.

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.

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

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.

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.