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.

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.

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

Amulet of Health rare Waterdeep Trade Log Show
Notes:

Wondrous Item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you wear this amulet.

Cloak of the Sages (Cloak of Billowing) common Amn WBW-DC-ANDL-02 - The Bleeding Veil (playtest) Show
Notes:

Wand, common

While wearing this cloak, you can use a bonus action to make it billow dramatically. This item is found in the Xanathar’s Guide to Everything.

There is an embroidered symbol of Mystryl in the corner of this black satin cloak.

In addition, the cloak has the Language minor property: The bearer can speak and understand Ancient Netherese while the item is on the bearer’s person.

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.

Ioun Stone of Protection rare DDEX1-10 Tyranny in Phlan Show
Notes:

Wondrous item, rare (requires attunement)

You gain a +1 bonus to AC while this dusty rose prism orbits your head.

Boots of Speed (with flavor) rare T2: DDAL6-02 - The Redemption of Kelvan 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.

These boots are embroidered with the image of a mountain venting a large plume of white smoke. While worn the bearer can understand and speak Gnomish.

This item can be found in the Dungeon Master's Guide.

Amulet of Proof Against Detection and Location uncommon CCC-MMT02-01 The Stuff of Memories Show
Notes:

Requires attunement

While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.

This black metal amulet is in the shape of an Obex: an upside down, two-tiered ziggurat. It hangs from a chain made from the same black metal. The chain is always cold on the skin.

Efficient Quiver uncommon DC-POA-TCW-ACW-1: First Blood Show
Notes:

Each of the quiver's three compartments connects to an extradimensional space that allow the Quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty Arrows, bolts, or similar Objects. The midsize compartment holds up to eighteen javelins or similar Objects. The longest compartment holds up to six long Objects, such as bows, quarterstaffs, or spears.

You can draw any item the Quiver contains as if doing so from a regular Quiver or scabbard.

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.

Moon-touched Longsword common DDHC-DIA-01: Encounters in Avernus Show
Ear Horn of Hearing common DDHC-DIA-01: Encounters in Avernus Show
Soul Cannon unique DDHC-DIA-01: Encounters in Avernus 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.

Dwarven Plate very_rare DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert) Show
Armor of Necrotic Resistance rare DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert) Show
Instrument of the Bard (Anstruth Harp) very_rare DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert) Show
Robe of Stars very_rare DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert) Show
Efreeti Bottle very_rare DDHC-SKT Storm King’s Thunder - Chapter 3 (Ascore) and Chapter 12 (Doom of the Desert) Show