Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Pearl of Power
uncommon
DDHC-JRC-08 the Mists of Manivarsha
Show
Notes:
Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.
Stone of good luck
uncommon
DDHC-JRC-08 the Mists of Manivarsha
Show
Notes:
Conch Muschelhorn
Belt of Fire Giant Strength
very_rare
ALMOG03
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Robe of Scintillating Colors
very_rare
CCC-TRI-01
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Bag of Devouring
very_rare
CCC-TRI-22
DDHC-WDH Waterdeep: Dragon Heist
Show
Ring of Shooting Stars (A)
very_rare
DDAL05-18
DHC-DIA Baldur's Gate:Descent into
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Horn of Valhalla, Bronze
very_rare
DDAL05-18
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Staff of Power (A)
very_rare
DDAL05-19
DHC-DIA Baldur's Gate:Descent into
Show
Notes:
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, 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 spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
Helm of Brilliance
very_rare
DDAL07-14
DDHC-WDH Waterdeep: Dragon Heist
Show
Greatsword +3
very_rare
DDEX3-04
DHC-DIA Baldur's Gate:Descent into
Show
Notes:
This greatsword's blade is fashioned from obsidian. Carved into it are dwarven battle chants. It smolders and radiates heat whenever it strikes a giant.
Bracelet of Rock Magic
very_rare
Tales of the Yawning Portal
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Source: Tales from the Yawning Portal
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast Flesh to Stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast Stone Shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Curse. The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against Flesh to Stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Pearl of Power | uncommon | DDHC-JRC-08 the Mists of Manivarsha | Show | |||
Notes:
Pearl of Power While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. |
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Stone of good luck | uncommon | DDHC-JRC-08 the Mists of Manivarsha | Show | |||
Notes:
Conch Muschelhorn |
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Belt of Fire Giant Strength | very_rare | ALMOG03 | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
Robe of Scintillating Colors | very_rare | CCC-TRI-01 | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
Bag of Devouring | very_rare | CCC-TRI-22 | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Ring of Shooting Stars (A) | very_rare | DDAL05-18 | DHC-DIA Baldur's Gate:Descent into | Show | ||
Notes:
Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage |
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Horn of Valhalla, Bronze | very_rare | DDAL05-18 | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
Staff of Power (A) | very_rare | DDAL05-19 | DHC-DIA Baldur's Gate:Descent into | Show | ||
Notes:
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, 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 spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage |
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Helm of Brilliance | very_rare | DDAL07-14 | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Greatsword +3 | very_rare | DDEX3-04 | DHC-DIA Baldur's Gate:Descent into | Show | ||
Notes:
This greatsword's blade is fashioned from obsidian. Carved into it are dwarven battle chants. It smolders and radiates heat whenever it strikes a giant. |
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Bracelet of Rock Magic | very_rare | Tales of the Yawning Portal | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
Source: Tales from the Yawning Portal Wondrous item, very rare (requires attunement) While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast Flesh to Stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast Stone Shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse. The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against Flesh to Stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. |