Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Manke’s Die (Charalan’s Die) common CCC-GLIP-01-01 Glip-Dak Show
Notes:

Wondrous Item, common (requires attunement)

Whenever you roll this six-sided die, you can control which number it rolls.

This item can be found in Xanathar’s Guide to Everything.

Miltiades’s Shield very_rare CCC-BMG-13 PHLAN1-1 Sepulture Show
Notes:

Armor (shield), very rare

This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Moon-touched Longsword common DDHC-DIA-01: Encounters in Avernus Show
Necklace of Prayer Beads rare DDHC-TYP-WPM White Plume Mountain (sessions 1, 2, and 3) Show
Notes:

Requires Attunement by a Cleric, Druid, or Paladin

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

d20 — Bead Name — Spell:

1-6 — Blessing — Bless

7-12 — Curing — Cure Wounds (2nd level) or Lesser Restoration

13-16 — Favor — Greater Restoration

17-18 — Smiting — Branding Smite

19 — Summons — Planar Ally

Rolled:
(rolled 6 - Bless, 13 - Greater Restoration, 11 2nd Level Cure Wounds, 7 - Bless, 4 - Bless, 16 - Greater Restoration)

20 — Wind walking — Wind Walk

Nine Lives Stealer Scimitar very_rare DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert) Show
Orb of TIme common DC-POA-TCW-ACW-1: First Blood Show
Notes:

Wondrous item, common

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Pearl of Power uncommon Trade Log Show
Portable Hole rare CCC-CIC-07: Pieces of You Show
Notes:

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open Passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any Creatures or Objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, 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 Free Action uncommon Amn WBW-DC-ANDL-02 - The Bleeding Veil (playtest) Show
Notes:

Wondrous Item, rare (requires attunement)

While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. This item is found in the Dungeon Master’s Guide.

This ring is carved from bone and gives off dark vibrations when you wear it – enough to make the hair stand on your skin.

In addition, this ring has the Harmonious minor property. Attuning to this item takes only 1 minute.

Ring of Protection rare DDHC-TYP-WPM White Plume Mountain (sessions 1, 2, and 3) Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

Ring of Regeneration very_rare DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert) Show
Ring of Telekinesis very_rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Robe of Scintillating Colors very_rare Trade Log Show
Notes:

Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends

Robe of Stars very_rare DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert) Show
Rope of Entanglement uncommon DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Soul Cannon unique DDHC-DIA-01: Encounters in Avernus Show
Syranna's Folly (Oathbow) very_rare CCC-OCC-01 Red War: Housekeeping Show
Notes:

Weapon (longbow), Very Rare (requires attunement)

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
This item is found on Magic Item Table H in the Dungeon Master’s Guide.

This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence”.