Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Whelm legendary DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Tome of Leadership and Influence very_rare 20 Svc Rewards Show
Storm Goblet (Tankard of Sobriety) common SJ-DC-WINE-01 Thunderstorms and Wine Show
Notes:

An intricate goblet forged from a lightning-struck meteor and etched with giant runes and the symbol of Quintessence, a purple lighting bolt. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. Language. The bearer can speak and understand the Giant language while the item is on the bearer’s person.

Stone of Good Luck ( Luckstone ) uncommon DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Staff of the Woodlands rare Trade Log Show
Notes:

Weapon (quarterstaff), rare This item has been meticulously trimmed and tended to in such a way that it appears a smaller version of one of the immense jungle trees in Chult. The staff's creator even went so far as to create a small diorama of what looks like a tiny village in the uppper reaches of the staff's branches--complete with tiny, string bridges connecting tiny, straw houses. This item can be found in the Dungeon Master's Guide.

Staff of Power very_rare Trade Log Show
Notes:

Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) - MAGIC TABLE H

This great ashen staff is etched with many designs of swirling air and clouds. The staff magically resizes to fit the hand of any who carry it.

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 roll but loses all other properties. On a 20, the staff regain 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 Effect

10 ft. away or closer 8 × the number of charges in the staff

11 to 20 ft. away 6 × the number of charges in the staff

21 to 30 ft. away 4 × the number of charges in the staff

Pipe of Smoke Monsters common WBW-DC-AUG-01 Last Hour Show
Notes:

Wondrous item, common

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Orange Alchemy Jug uncommon DDHC-CM-11 Zikran's Zephyrean Tome Show
Notes:

This jug functions as an alchemy jug, except that it produces neither acid or poison. Instead, the orange jug can produce 1 gallon of soy sauce.
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Iron Bands of Bilarro rare DDHC-CM-11 Zikran's Zephyrean Tome Show
Notes:

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.

A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can’t be used again until the next dawn.

Heavy Crossbow +2 rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Headband of Intellect uncommon Trade Log Show
Hat of Disguise uncommon Trade Log Show
Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Gauntlets of Ogre Power uncommon Trade Log Show
Efreeti Bottle common WBW-DC-AUG-01 Last Hour Show
Notes:

Wondrous item, very rare

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the DM rolls to determine what happens.

d100 Effect
01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00

The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottles loses its magic.

You can shake the bottle and see the tiny form of the efreeti Assai bobbing in the red liquid. He is not pleased.

Censer of Controlling Air Elementals rare DDHC-CM-11 Zikran's Zephyrean Tome Show
Notes:

While incense is burning in this censer, you can use an action to speak the censer's command word and summon Gazre-Azam (in air elemental form), as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

Broom of Flying uncommon Trade Log Show
Bracers of Defense rare DDAL04-14 The Dark Lord Show
Notes:

Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to
AC if you are wearing no armor and using no shield.
These leather bracers are stitched with a symbol
of an open hand, bloodlessly pierced through the
palm with a heart shaped hole. The bracers fill the
wearer with the belief that that is love eternal,
regardless of creed, nationality, or vital signs. A
description of this item can be found in the Dungeon
Master’s Guide.

Boots of Speed rare WBW-DC-AUG-01 Last Hour Show
Notes:

Wondrous item, rare (requires attunement)

While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

Boots of False Tracks common CCC-FAD-01 Out the Back Show
Notes:

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Unlocked Magic Items