Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Weave (Helm of Teleportation) rare CCC-PHA-01 Six Summoned Swords Show
Notes:

Weave (Helm of Teleportation)
Wondrous Item, rare (Requires Attunement)

The helm called “Weave” once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer’s head, eight thin spidery legs extend and wrap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken – a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer.
A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship.
When the helmet is used, all those being transported hear the words “Across the weave” whispered softly in undercommon.

Wand of Magic Missle uncommon DDHC-TYP Tales from the Yawning Portal: Forge of Fury Show
Tome of Clear Thought very_rare DHC-DIA Baldur's Gate:Descent into Show
Notes:

Wondrous item, very rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

The Sixth Sword (+2 Rapier with Guardian minor property) rare CCC-HAL-02 Six Striking Swords Show
Notes:

The Sixth Sword (+2 Rapier with Guardian minor property)

Weapon, rare, Table G

This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

Stone of good luck uncommon DDHC-JRC-08 the Mists of Manivarsha Show
Notes:

Conch Muschelhorn

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

Shield +1 uncommon DDHC-TYP Tales from the Yawning Portal: Forge of Fury Show
Sapphire Buckler (A) very_rare DHC-DIA Baldur's Gate:Descent into Show
Notes:

Source: Fizban's Treasury of Dragons

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.

Robe of Scintillating Colors very_rare CCC-TRI-01 DDHC-DIA Baldur’s Gate: Descent into Avernus: Show
Ring of telekinesis very_rare DDHC-DIA Baldur’s Gate: Descent into Avernus: Show
Ring of Spell Storing uncommon DDHC-TYP Tales from the Yawning Portal: Forge of Fury 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.

Ring of amity very_rare DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

Source: Bigby Presents - Glory of the Giants

Ring, Very Rare (Requires Attunement)

This ring is carved from hematite and bears an engraving of the friend rune.

When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.

You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.

A creature can benefit from only one ring of amity’s bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.

Invoking the Rune. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring’s rune if you are within 60 feet of the bonded creature. The bonded creature’s attack is then turned into a critical hit.

Once the rune has been invoked, it can’t be invoked again until the next dawn.

Plate Armor of Safeguarding very_rare DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

Set in the center of this armor's chest is a citrine engraved with the shield rune.

While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.

Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn.
Plate Armor (Plate Armor of Safeguarding)

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.

Naerth’s planar compass common DDAL09-02 Stopped at the Gate Show
Notes:

A tethered compass made
of string, wood shavings,
and dried mushrooms with
a center of brass, this item
spins wildly when within
60 feet of a gate or portal
to another plane. This item
functions as an amulet of
the planes (see the
Dungeon Master’s Guide).

Manual of gainful exercise very_rare DDHC-DIA Baldur’s Gate: Descent into Avernus: Show
Manual of bodily health very_rare DDHC-WDH Waterdeep: Dragon Heist Show
Longsword +1 uncommon DDHC-TYP Tales from the Yawning Portal: Forge of Fury Show
Notes:

durgeddin's smith mark

Horn of Valhalla, Bronze very_rare DDAL05-18 DDHC-DIA Baldur’s Gate: Descent into Avernus: Show