Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Whip of warning (U, A)
uncommon
Barovia
DDAL04-02 The Beast
Show
Notes:
Weapon (whip), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within. A description of this item can be found in the Dungeon Master’s Guide.
Glamoured Studded Leather +1 (R)
rare
DDAL04-09 The Tempter
DDAL04-09 The Tempter
Show
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and 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 remove the armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Wand of Binding (R, A)
rare
DDAL04-10 The Artifact
DDAL04-10 The Artifact
Show
Notes:
Wand of Binding
Requires Attunement by a Spellcaster
This wand has 7 Charges for the following Properties. It 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.
Spells: While holding the wand, you can use an action to expend some of its Charges to cast one of the following Spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges).
Assisted Escape: While holding the wand, you can use your Reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to Escape a grapple.
Driftglobe (U)
uncommon
DDAL04-10 The Artifact
DDAL04-10 The Artifact
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Does not count as one of the magic items.
Dagger of Venom (R)
rare
DDAL04-11 The Donjon
DDAL04-11 The Donjon
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Sapphire Buckler (VR,A)
very_rare
Service Rewards
Show
Notes:
Armor (shield), very rare (requires attunement)
This crystalline blue Shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the Influence of Aberrations. While wielding the Shield, you have Resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your Reaction to deal 2d6 thunder damage to that creature.
As an Action, you can use the Shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the Shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Amulet of the Devout +2 (R,A)
rare
Trade Inka
Trade Log
Show
Ring of Free Action (R,A)
rare
DDAL09-10 Tipping the Scales
DDAL09-10 Tipping the Scales
Show
Notes:
This ring is fashioned from a single piece of bone-white chalk. While worn, the wearer feels fleeting pangs of nausea when around food or other situations where strong odors are present.
While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Ioun Stone of Protection (R,A)
rare
Trade Daeran Windheart/DDEP06-02 Return to White Plume
Trade Log
Show
Notes:
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. You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Death's Head (Mace of Disruption) (R,A)
rare
CCC-GHC-BK1-02 The Tithes That Bind/Trade Talina
Trade Log
Show
Notes:
Weapon (mace), rare (requires attunement)
When you hit a fiend or an Undead with this Magic Weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special: This item has the harmonious minor property. Attuning to it takes only 1 minute.
Soul coin
common
DDAL09-11 Losing Fai
DDAL09-11 Losing Fai
Show
Staff of Charming (R,A)
rare
DDAL09-11 Losing Fai
DDAL09-11 Losing Fai
Show
Notes:
Staff of Charming
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
dndbeyond
Brooch of Shielding
uncommon
SJ-DC-SOS-01 Starship Under Siege/Bernie McKean/Priya
Trade Log
Show
Notes:
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Ioun stone of protection (R,A)
rare
DDAL00-11d The Love Triangle Contract (Pipyap's Guide)
DDAL00-11d The Love Triangle Contract (Pipyap's Guide)
Show
Notes:
Ioun Stone of protection
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.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Made from a chunk of Malbolgian rock, the owner can command it to ignite with hell fire as an action. The fire is as bright as a torch and ignites flammable objects. While ignited the stone radiates evil.
Driftwood Staff (Staff of Healing) (R,A)
rare
CCC-DES-01-02 A Sanity Never Questioned
CCC-DES-01-02 A Sanity Never Questioned
Show
Notes:
Driftwood Staff (Staff of Healing)
Staff, Rare, (Requires Attunement by a Bard, Cleric, or Druid)
This staff resembles nothing more than a long piece of weather worn driftwood. Perpetually damp bits of seasweed dot the head of the staff.
This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier:
Cure Wounds (1 charge per Spell Level, up to 4th)
Lesser Restoration (2 charges)
Mass Cure Wounds (5 charges).
The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
Ring of Protection (R,A)
rare
Trade, Zarana
Trade Log
Show
Notes:
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and Saving Throws.
Sentinel Shield (U)
uncommon
Dungeon of the Mad Mage floor 6
Dungeon of the Mad Mage floor 6
Show
Wand of Conducting (C)
common
Dungeon of the Mad Mage T2
Dungeon of the Mad Mage T2
Show
Notes:
Wand of Conducting
Wand, common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Rod of Rulership (R-A)
rare
Dungeon of the Mad Mage floor 8 T2
Dungeon of the Mad Mage floor 8 T2
Show
Notes:
Rod of Rulership
Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Mithril Plate armor (U)
uncommon
DDHC-DMM Dungeon of the Mad Mage fl 10
DDHC-DMM Dungeon of the Mad Mage fl 10
Show
Notes:
18 AC
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Whip of warning (U, A) | uncommon | Barovia | DDAL04-02 The Beast | Show | ||
Notes:
Weapon (whip), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within. A description of this item can be found in the Dungeon Master’s Guide. |
||||||
Glamoured Studded Leather +1 (R) | rare | DDAL04-09 The Tempter | DDAL04-09 The Tempter | Show | ||
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and 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 remove the armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. |
||||||
Wand of Binding (R, A) | rare | DDAL04-10 The Artifact | DDAL04-10 The Artifact | Show | ||
Notes:
Wand of Binding This wand has 7 Charges for the following Properties. It 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. Spells: While holding the wand, you can use an action to expend some of its Charges to cast one of the following Spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges). Assisted Escape: While holding the wand, you can use your Reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to Escape a grapple. |
||||||
Driftglobe (U) | uncommon | DDAL04-10 The Artifact | DDAL04-10 The Artifact | Show | ||
Notes:
Wondrous item, uncommon |
||||||
Dagger of Venom (R) | rare | DDAL04-11 The Donjon | DDAL04-11 The Donjon | Show | ||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. |
||||||
Sapphire Buckler (VR,A) | very_rare | Service Rewards | Show | |||
Notes:
Armor (shield), very rare (requires attunement) This crystalline blue Shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the Influence of Aberrations. While wielding the Shield, you have Resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your Reaction to deal 2d6 thunder damage to that creature. As an Action, you can use the Shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the Shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. |
||||||
Amulet of the Devout +2 (R,A) | rare | Trade Inka | Trade Log | Show | ||
Ring of Free Action (R,A) | rare | DDAL09-10 Tipping the Scales | DDAL09-10 Tipping the Scales | Show | ||
Notes:
This ring is fashioned from a single piece of bone-white chalk. While worn, the wearer feels fleeting pangs of nausea when around food or other situations where strong odors are present. While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. |
||||||
Ioun Stone of Protection (R,A) | rare | Trade Daeran Windheart/DDEP06-02 Return to White Plume | Trade Log | Show | ||
Notes:
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. You gain a +1 bonus to AC while this dusty rose prism orbits your head. |
||||||
Death's Head (Mace of Disruption) (R,A) | rare | CCC-GHC-BK1-02 The Tithes That Bind/Trade Talina | Trade Log | Show | ||
Notes:
Weapon (mace), rare (requires attunement) When you hit a fiend or an Undead with this Magic Weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special: This item has the harmonious minor property. Attuning to it takes only 1 minute. |
||||||
Soul coin | common | DDAL09-11 Losing Fai | DDAL09-11 Losing Fai | Show | ||
Staff of Charming (R,A) | rare | DDAL09-11 Losing Fai | DDAL09-11 Losing Fai | Show | ||
Notes:
Staff of Charming While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. dndbeyond |
||||||
Brooch of Shielding | uncommon | SJ-DC-SOS-01 Starship Under Siege/Bernie McKean/Priya | Trade Log | Show | ||
Notes:
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. |
||||||
Ioun stone of protection (R,A) | rare | DDAL00-11d The Love Triangle Contract (Pipyap's Guide) | DDAL00-11d The Love Triangle Contract (Pipyap's Guide) | Show | ||
Notes:
Ioun Stone of protection 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. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. Made from a chunk of Malbolgian rock, the owner can command it to ignite with hell fire as an action. The fire is as bright as a torch and ignites flammable objects. While ignited the stone radiates evil. |
||||||
Driftwood Staff (Staff of Healing) (R,A) | rare | CCC-DES-01-02 A Sanity Never Questioned | CCC-DES-01-02 A Sanity Never Questioned | Show | ||
Notes:
Driftwood Staff (Staff of Healing) This staff resembles nothing more than a long piece of weather worn driftwood. Perpetually damp bits of seasweed dot the head of the staff. This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier: Cure Wounds (1 charge per Spell Level, up to 4th) This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim. |
||||||
Ring of Protection (R,A) | rare | Trade, Zarana | Trade Log | Show | ||
Notes:
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and Saving Throws. |
||||||
Sentinel Shield (U) | uncommon | Dungeon of the Mad Mage floor 6 | Dungeon of the Mad Mage floor 6 | Show | ||
Wand of Conducting (C) | common | Dungeon of the Mad Mage T2 | Dungeon of the Mad Mage T2 | Show | ||
Notes:
Wand of Conducting This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. |
||||||
Rod of Rulership (R-A) | rare | Dungeon of the Mad Mage floor 8 T2 | Dungeon of the Mad Mage floor 8 T2 | Show | ||
Notes:
Rod of Rulership You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. |
||||||
Mithril Plate armor (U) | uncommon | DDHC-DMM Dungeon of the Mad Mage fl 10 | DDHC-DMM Dungeon of the Mad Mage fl 10 | Show | ||
Notes:
18 AC |