Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Shortsword +2 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Cape of Cold Resistance rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Arrow Catching Shield rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Periapt of Proof Against Poison rare Trade Log Show
Quarterstaff +3 very_rare Trade Log Show
Tome of Understanding very_rare Trade Log Show
Notes:

Wondrous item, very rare
This book contains intuition and insight 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 Wisdom score increases by 2, as does your
maximum for that score. The manual then loses its
magic, but regains it in a century. This item is found
in the Dungeon Master’s Guide.

Half - Plate +2 very_rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Tome of Clear Thought very_rare DDHC-TYP Tales from the Yawning Portal Against the Giants 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.

Studded Leather Armor +3 legendary PS-DC-SS Soul and Shadow Show
Notes:

Armor (Studded Leather), Legendary

You have a +3 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide.

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

This black studded leather armor is made from the hide of a Far Realm monstrosity. This hide’s exposure to the Far Realm protects its bearer from extreme temperatures. If the armor is flipped inside out, a game of tic-tac-toe using the letters “M” and “E” is visible.

Guardian Rod of Alertness very_rare Trade Log Show
Notes:

Rod, very rare (requires attunement)

This rod has a flanged head and the following properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.

Combining the seven uniquely coloured crystals, the archfey of Birefringence fused them into a single clear crystal that whispers warnings to you, granting a +2 bonus to initiative if you are not incapacitated.

Ioun Stone of Vitality very_rare DDAL-DRW06 Thimblerigging Show
Notes:

Wondrous item, very rare (requires attunement)

Requires Attunement

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Vitality. You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head.

Dwarven Plate very_rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Shield of the Uven Rune very_rare DDAL-DRW-04 Foreign Affairs Show
Notes:

Wondrous item, very rare (requires attunement)

This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power. While holding the shield, you benefit from the following properties.

Winter’s Friend. You are immune to cold damage.

Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.

Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.

Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.

This item is found in Waterdeep: Dungeon of the Mad Mage.

Amethyst Lodestone very_rare PO-BK2-09 Star Crash Playtest Show
Notes:

Wondrous item, very rare (requires attunement)

This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.

The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.

Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.

Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.

Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).

Belt of Fire Giant Strength very_rare Trade Log Show
Dragonhide Belt +3 ( Guardian ) very_rare Trade Log Show
Notes:

FR-DC-PANDORA-JWEI-06 Episode VI The Eternals of Pandora, Selunites, and Cultists Playtest
Notes:
Flavor This dragonhide belt is made from the scales of the ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly.

Bronze Horn of Valhalla very_rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4 + 2 None
41-75 Brass 3d4 + 3 Proficiency with all simple weapons
76-90 Bronze 4d4 + 4 Proficiency with all medium armor
91-00 Iron 5d4 + 5 Proficiency with all martial weapons
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Rod of Resurrection legendary Trade Log Show
Notes:

The rod has 5 charges. While you hold it, you can use
an action to cast one of the following spells from it: heal
(expends 1 charge) or resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the
rod is reduced to 0 charges, roll d20. On a 1, the rod
disappears in a burst of radiance. This item is found on
Magic Item Table I in the Dungeon Master’s Guide.
This rod is engraved with sun symbols and bejeweled
with faceted citrines. It glows equal to a torch when
within 100 ft. of undead.

Scarab of Protection legendary DDAL09-19 Fang and Claw Show
Notes:

Wondrous item, legendary (requires attunement)

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

• You have advantage on saving throws against spells.

• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

Ring of Invisibility legendary DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Unlocked Magic Items