Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Robe of Scintillating Colors
very_rare
CCC-TRI-01
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
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)
Manual of bodily health
very_rare
DDHC-WDH Waterdeep: Dragon Heist
Show
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.
Bag of Devouring
very_rare
CCC-TRI-22
DDHC-WDH Waterdeep: Dragon Heist
Show
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.
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
Belt of Fire Giant Strength
very_rare
ALMOG03
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Daphnaie armor (hide)
very_rare
DDAL09-03 Hungry Shadows
Show
Notes:
This armor is made of pliant
material from worn, laurel tree
bark with stylized carvings of
dancing dryads burnt into it.
Small bits of green moss
accentuate the wood, allowing
the wearer to gain advantage
on Dexterity (Stealth) checks
when in a forest. This item
functions as +3 armor (hide)
(see the Dungeon Master’s
Guide).
Helm of Brilliance
very_rare
DDAL07-14
DDHC-WDH Waterdeep: Dragon Heist
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.
Dragon Scale Mail (Brass) (A)
very_rare
DHC-DIA Baldur's Gate:Descent into
Show
Notes:
ragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of a dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn.
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.
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
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Robe of Scintillating Colors | very_rare | CCC-TRI-01 | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
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. |
||||||
Manual of bodily health | very_rare | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
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. |
||||||
Bag of Devouring | very_rare | CCC-TRI-22 | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
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. |
||||||
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 | ||
Belt of Fire Giant Strength | very_rare | ALMOG03 | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
Daphnaie armor (hide) | very_rare | DDAL09-03 Hungry Shadows | Show | |||
Notes:
This armor is made of pliant |
||||||
Helm of Brilliance | very_rare | DDAL07-14 | DDHC-WDH Waterdeep: Dragon Heist | 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. |
||||||
Dragon Scale Mail (Brass) (A) | very_rare | DHC-DIA Baldur's Gate:Descent into | Show | |||
Notes:
ragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of a dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn. |
||||||
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. |
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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 | |||
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. |