Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Heward's Handy Haversack rare DDHC-JRC-02 Written in Blood Show
Notes:

Heward's Handy Haversack
Wondrous item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Ring of Jumping uncommon DDHC-JRC-03 Fiend of Hollow Mine Show
Notes:

Ring of Jumping
Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Periapt of Health uncommon DDHC-JRC-03 Fiend of Hollow Mine Show
Notes:

Periapt of Health
Wondrous item, uncommon

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

+1 Chain mai uncommon White Plume Mountain Show
Goggles of Night uncommon White Plume Mountain Show
Stone of Good Luck uncommon White Plume Mountain Show
Boots of Striding and Springing uncommon White Plume Mountain Show
Armor of Vulnerability (slashing) uncommon White Plume Mountain Show
Ring of Protection uncommon White Plume Mountain Show
Ring of Spell Storing uncommon White Plume Mountain Show
Ring of Mind Shielding uncommon DDHC-JRC-04 Sins of Our Elders Show
Notes:

Ring of Mind Shielding
Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Stone of Controlling Earth Elementals rare Gold for Fools and Princes Show
Notes:

Stone of Controlling Earth Elementals
Wondrous item, rare

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds.

Ring of Warmth uncommon Gold for Fools and Princes Show
Notes:

Ring of Warmth
Ring, uncommon (requires attunement)

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Adamantine Chain Shirt uncommon Gold for Fools and Princes Show
Notes:

Adamantine Chain Shirt

Medium Armor, Uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Decanter of Endless Water uncommon Trail of Destruction Show
Notes:

Decanter of Endless Water
Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Tan Bag of Tricks uncommon Trail of Destruction Show
Notes:

Wondrous item, uncommon

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

d8 Creature d8 Creature
1 Jackal 5 Black bear
2 Ape 6 Giant weasel
3 Baboon 7 Giant hyena
4 Axe beak 8 Tiger

Emerald Elemental Gem uncommon DDHC-JRC-08 the Mists of Manivarsha Show
Notes:

Emerald Elemental Gem
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.

Stone of Good Luck uncommon DDHC-JRC-08 the Mists of Manivarsha Show
Pearl of Power common DDHC-JRC-08 the Mists of Manivarsha Show
Arrow of Dragon Slaying common DDHC-JRC-09 Between Tangled Roots Show
Notes:

Arrow of Dragon Slaying
Weapon (arrow), very rare

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.