Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Grig fiddle very_rare DDAL09-04 Day of the Devil Show
Notes:

This two-inch fiddle is
constructed of gilded wood,
with strings made of silver
unicorn hair. When held, the
fiddle resizes appropriately
for its wielder, though it
shrinks back down to its
original size when not in
use. This item functions as a
instrument of the bards
(anstruth harp) (see the
Dungeon Master’s Guide).

Cloak of Displacement very_rare DDAL05-5 A Dish Best Served Cold Rime of the Frostmaiden Show
Wildmane’s shoes very_rare DDAL09-04 Day of the Devil Show
Notes:

Though cloven in appearance,
these horseshoes fit the hooves
of a horse or similar creature
and are constructed of a
hardened reed as strong as
iron. The creature wearing
them leaves a trail of small
blooming flowers wherever it
treads, provided the plants can
take root. This item functions
as horseshoes of a zephyr (see
the Dungeon Master’s Guide).

Cape of the Mountebank rare SALT02-05 DDHC-WDH Waterdeep: Dragon Heist Show
Tentacle Rod rare DDHC-OotA Out of the Abyss Rime of the Frostmaiden Show
Dagger of venom rare DDHC-DIA Baldur’s Gate: Descent into Avernus: Show
Daern's Instant Fortress rare Out of the Abyss DDHC-DIA Baldur’s Gate: Descent into Avernus: Show
Figurine of Wondrous Power, Golden Lions rare Storm Kings Thunder DDHC-DIA Baldur’s Gate: Descent into Avernus: Show
Dagger of Blindsight rare DDHC-WDH Waterdeep: Dragon Heist Show
Staff of the Rooted Hills rare DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.

The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.

Invoking the Rune. As an action, you can invoke the staff's rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines.
Once the rune has been invoked to cast either spell, it can't be invoked again until the next dawn.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Brazier of Commanding Fire Elementals rare CCC-SALT02-02 DDHC-WDH Waterdeep: Dragon Heist Show
Figurine of Wondrous Power, Ivory Goats rare ELM1-1 DDHC-WDH Waterdeep: Dragon Heist Show
Wayfarer's Boots rare DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

Source: Bigby Presents - Glory of the Giants

Wondrous Item, Rare (Requires Attunement)

This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.

Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the Expeditious Retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.

Figurine of Wondrous Power, Bronze Griffon rare QCC2018-02 DDHC-WDH Waterdeep: Dragon Heist Show
Figurine of Wondrous Power, Onyx Dog rare CIC-02 DDHC-WDH Waterdeep: Dragon Heist Show
Dawnfire (Sun Blade) rare CCC-STORM-01 The Barrows of Solina Show
Notes:

Weapon (longsword), rare (requires attunement)

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 ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.

Faerie dragon’s favor rare DDAL08-02 Beneath the City of the Dead Show
Notes:

This cloak appears as
scintillating faerie dragon
winds. While wearing this
cloak, you understand
written and spoken
Draconic. This item
functions as if a mantle of
spell resistance (see the
Dungeon Master’s Guide).

Hag’s Clawblade rare DDAL08-03 Dock Ward Double Cross Show
Notes:

Hag’s Clawblade
This rapier has a
malachite blade and bears
jagged, claw-like
protrusions along its
length. Its hilt changes its
appearance each dusk,
which has no effect on its
other properties. This
item functions as a vicious
weapon (rapier) (see the
Dungeon Master’s Guide).

Dragon Wing Hand Crossbow (poison) (A) rare DHC-DIA Baldur's Gate:Descent into Show
Notes:

Source: Fizban's Treasury of Dragons

Weapon (any bow), Rare (Requires Attunement)

The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.

Gem of seeing (A) rare DHC-DIA Baldur's Gate:Descent into Show
Notes:

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.