Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Rope of Mending common SJ-DC-STA-01 Key of Hearths SJ-DC-STA-01 Key of Hearths Show
Notes:

Wondrous item, common

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Enduring Spellbook common Xanathars Character Creation Show
Notes:

Wondrous item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition , the spellbook doesn’t deteriorate with age.

Quaal's Feather Token (Tree) uncommon DDHC-GOG-01 Giants of the Starforge Show
Notes:

Wondrous Item, Uncommon

This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.

Tree. You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

Dust of Disappearance uncommon DDHC-CM-12 The Curious Tale of Wisteria Vale DDHC-CM-12 The Curious Tale of Wisteria Vale Show
Notes:

Wondrous item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Eyes of Minute Seeing uncommon DDHC-CM-14 The Canopic Being 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.

Elemental Gem (Water) uncommon DDHC-DMM Dungeon of the Mad Mage: Level3 F DDHC-DMM Dungeon of the Mad Mage: Level3 Show
Notes:

Wondrous item, uncommon

When you use an action to break the gem, a water elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost.

Hat of Disguise uncommon DDHC-CM-14 The Canopic Being 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.

Sentinel Shield uncommon DDHC-DMM Dungeon of the Mad Mage: Level6 F DDHC-DMM Dungeon of the Mad Mage: Level6 Show
Notes:

Armor (shield), uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Elemental Gem (Fire) uncommon DDHC-DMM Dungeon of the Mad Mage: Level15 F DDHC-DMM Dungeon of the Mad Mage: Level15 Show
Notes:

Wondrous item, uncommon

When you use an action to break the gem, a fire elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost.

Mithral Chain Shirt uncommon DDHC-DMM Dungeon of the Mad Mage: Level18 F DDHC-DMM Dungeon of the Mad Mage: Level18 Show
Ring of Spell Storing rare DDHC-CM-14 The Canopic Being DDHC-CM-14 The Canopic Being Show
Notes:

Ring, rare (requires attunement)
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.

Ring of Acid Resistance rare DDHC-GOG-01 Giants of the Starforge Show
Notes:

Ring, Rare

You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.

Gem of Seeing rare DDAL09-05 Faces of Fortune G DDAL09-05 Faces of Fortune Show
Notes:

Wondrous Item, rare (requires attunement)

This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise).

Ring of Spell Storing rare DDHC-TYP White Plume Mountain G DDHC-TYP White Plume Mountain Show
Notes:

Requires Attunement

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.

Amulet of Health rare DDAL-DRW09 Vile Bounty G DDAL-DRW09 Vile Bounty Show
Notes:

Wondrous item, rare (requires attunement)

This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

Dagger of Blindsight rare DDHC-DMM Dungeon of the Mad Mage: Level6 G DDHC-DMM Dungeon of the Mad Mage: Level6 Show
Notes:

Weapon (dagger), rare

This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.

Figurine of Wondrous Power (Onyx Dog) rare DDHC-DMM Dungeon of the Mad Mage: Level15 G DDHC-DMM Dungeon of the Mad Mage: Level15 Show
Notes:

Wondrous item, rare

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.

Onyx Dog. 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 invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.

Sun Blade rare DDHC-DMM Dungeon of the Mad Mage: Level18 G DDHC-DMM Dungeon of the Mad Mage: Level18 Show
Notes:

Melee weapon, rare

This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack 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.

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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.

Cloak of the Bat rare DDHC-DMM Dungeon of the Mad Mage: Level18 G DDHC-DMM Dungeon of the Mad Mage: Level18 Show
Notes:

Wondrous item, rare (requires attunement)

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Mace of Smiting rare DDHC-DMM Dungeon of the Mad Mage: Level21 G DDHC-DMM Dungeon of the Mad Mage: Level21 Show
Notes:

Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.