Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
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.
Amulet of the Devout +2 (R,A)
rare
Trade Inka
Trade Log
Show
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.
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.
Wand of Magic Missiles (U)
uncommon
Forge of fury/trade w Frieda
Trade Log
Show
Notes:
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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.
Gauntlets of Ogre Power (U-A)
uncommon
Dungeon of the Mad Mage T3 s30
Dungeon of the Mad Mage T3
Show
Notes:
Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.
Dagger of Venom (R)
rare
Dungeon of the Mad Mage T3
Dungeon of the Mad Mage T3
Show
Notes:
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. 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 have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
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.
Sentinel Shield (U)
uncommon
Dungeon of the Mad Mage floor 6
Dungeon of the Mad Mage floor 6
Show
Dodecahedron of Doom (R)
rare
Dungeon of the Mad Mage floor 13, session 37
Dungeon of the Mad Mage floor 13, session 37
Show
Notes:
Dodecahedron of Doom
Wondrous item, rare
A rare wondrous item, this twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect:
d12 Effect
1-2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one.
3-4 The dodecahedron casts light on itself. The effect lasts until a creature touches the die.
5-6 The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn’t have total cover against the attack.
7-8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9-10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes.
11-12 The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour.
Nolzur's Marvelous Pigments (VR)
common
Dungeon of the Mad Mage floor 12-13
Dungeon of the Mad Mage floor 12-13
Show
Notes:
Nolzur's Marvelous Pigments
Wondrous item, very rare
Typically found in 1d4 pots 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 25gp. 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.
Bag of Holding (U)
uncommon
DDHC-KGV-01 The Murkmire Malevolence/Trade w Arjeesh
Trade Log
Show
Notes:
Bag of Holding
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.
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
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
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.
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.
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.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
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. |
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Amulet of the Devout +2 (R,A) | rare | Trade Inka | Trade Log | Show | ||
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. |
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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. |
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Wand of Magic Missiles (U) | uncommon | Forge of fury/trade w Frieda | Trade Log | Show | ||
Notes:
Wand of Magic Missiles 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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Gauntlets of Ogre Power (U-A) | uncommon | Dungeon of the Mad Mage T3 s30 | Dungeon of the Mad Mage T3 | Show | ||
Notes:
Gauntlets of Ogre Power Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. |
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Dagger of Venom (R) | rare | Dungeon of the Mad Mage T3 | Dungeon of the Mad Mage T3 | Show | ||
Notes:
Dagger of Venom You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. |
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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. |
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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. |
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Sentinel Shield (U) | uncommon | Dungeon of the Mad Mage floor 6 | Dungeon of the Mad Mage floor 6 | Show | ||
Dodecahedron of Doom (R) | rare | Dungeon of the Mad Mage floor 13, session 37 | Dungeon of the Mad Mage floor 13, session 37 | Show | ||
Notes:
Dodecahedron of Doom A rare wondrous item, this twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast. The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 Effect |
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Nolzur's Marvelous Pigments (VR) | common | Dungeon of the Mad Mage floor 12-13 | Dungeon of the Mad Mage floor 12-13 | Show | ||
Notes:
Nolzur's Marvelous Pigments Typically found in 1d4 pots 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 25gp. 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. |
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Bag of Holding (U) | uncommon | DDHC-KGV-01 The Murkmire Malevolence/Trade w Arjeesh | Trade Log | Show | ||
Notes:
Bag of Holding 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. |
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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 |
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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 |
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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. |
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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. |
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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. |
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Driftglobe (U) | uncommon | DDAL04-10 The Artifact | DDAL04-10 The Artifact | Show | ||
Notes:
Wondrous item, uncommon |