Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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).
Ring of Spell Storing
uncommon
DDHC-TYP Tales from the Yawning Portal: Forge of Fury
Show
Longsword +1
uncommon
DDHC-TYP Tales from the Yawning Portal: Forge of Fury
Show
Notes:
durgeddin's smith mark
Bag of Holding
uncommon
CCC-GARY-05 The Shadows of the Trees
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.
Wand of Magic Missle
uncommon
DDHC-TYP Tales from the Yawning Portal: Forge of Fury
Show
Shield +1
uncommon
DDHC-TYP Tales from the Yawning Portal: Forge of Fury
Show
Headband of Intellect
uncommon
DDHC-WDH Waterdeep: Dragon Heist
Show
Emerald Elemental Gem
uncommon
DDHC-JRC-08 the Mists of Manivarsha
Show
Notes:
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
An emerald elemental gem that conjures a water elemental that resembles Adirohit
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
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.
Greataxe +2
rare
DDHC-TYP Tales from the Yawning Portal: Forge of Fury
Show
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.
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.
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.
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
Manual of gainful exercise
very_rare
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Ring of telekinesis
very_rare
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Horn of Valhalla, Bronze
very_rare
DDAL05-18
DDHC-DIA Baldur’s Gate: Descent into Avernus:
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Naerth’s planar compass | common | DDAL09-02 Stopped at the Gate | Show | |||
Notes:
A tethered compass made |
||||||
Ring of Spell Storing | uncommon | DDHC-TYP Tales from the Yawning Portal: Forge of Fury | Show | |||
Longsword +1 | uncommon | DDHC-TYP Tales from the Yawning Portal: Forge of Fury | Show | |||
Notes:
durgeddin's smith mark |
||||||
Bag of Holding | uncommon | CCC-GARY-05 The Shadows of the Trees | 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. |
||||||
Wand of Magic Missle | uncommon | DDHC-TYP Tales from the Yawning Portal: Forge of Fury | Show | |||
Shield +1 | uncommon | DDHC-TYP Tales from the Yawning Portal: Forge of Fury | Show | |||
Headband of Intellect | uncommon | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Emerald Elemental Gem | uncommon | DDHC-JRC-08 the Mists of Manivarsha | Show | |||
Notes:
Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. An emerald elemental gem that conjures a water elemental that resembles Adirohit |
||||||
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. |
||||||
Stone of good luck | uncommon | DDHC-JRC-08 the Mists of Manivarsha | Show | |||
Notes:
Conch Muschelhorn |
||||||
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. |
||||||
Greataxe +2 | rare | DDHC-TYP Tales from the Yawning Portal: Forge of Fury | Show | |||
Weave (Helm of Teleportation) | rare | CCC-PHA-01 Six Summoned Swords | Show | |||
Notes:
Weave (Helm of Teleportation) 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. |
||||||
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 |
||||||
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. |
||||||
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 |
||||||
Manual of gainful exercise | very_rare | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Ring of telekinesis | very_rare | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Horn of Valhalla, Bronze | very_rare | DDAL05-18 | DDHC-DIA Baldur’s Gate: Descent into Avernus: | 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. |