Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Klein's Mesh Armor (Dwarven Plate with Strange Material Property) very_rare FR-DC-TYM-PHP-WBM-01 a hand that holds the sword, a palm that stains the soil (playtest) Show
Notes:

A tabard made of soft but nigh-unbreakeable fibers, woven by the adventurer Klein using materials given by the villagers of the Abeiran mountain. This glimmering cloth is made of no metal at all.

Amethyst Trophy (amethyst lodestone with the beacon minor property) very_rare PS-DC-NBDD-01 Mustering for The Greatest Gameshow Show
Notes:

Wondrous item, very rare (requires attunement)

This large trophy, carved from a single piece of magically treated amethyst, proclaims you as the winner of Paup Quizzem's Greatest Gameshow!

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).

Beacon: The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Manual of Quickness of Action very_rare CCC-BMG-37 HULB03-01 Weakness of Rock Show
Notes:

This book contains coordination and balance 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 Dexterity 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 can be found in the Dungeon Masters Guide.

Manthor "Vow of the Forest" (Scimitar of Speed with minor Guardian property very_rare Trade Log Show
Staff of Frost very_rare DDAL-DRW-05 Uncertain Scrutiny Show
Cape of the Monte Back very_rare DDAL-DRW-05 Uncertain Scrutiny Show
Axin’s Bloodrider Helm (Watchful Helm) very_rare BMG-MOON-MD-07 Cauldron of Doom Show
Notes:

Fashioned from blackened metal, this warrior’s helm completely covers the forehead and makes the wearer’s eyes glow red. The interior is lined with patches of skin from sacrificed Northlander warriors. The helm smells of blood and fire to a distance of 10 feet.

Qilin's Ring (Ring of Free Action) rare WBW-DC-ZODIAC-07 A Fey at the Races Show
Notes:

This golden ring is forged from the scale of a Ki-rin, it is said to bless its bearer with luck and fortune.

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

Dark Crystal Staff (Staff of Birdcalls) rare WBW-DC-ZODIAC-10 Fey of a Feather Show
Notes:

A dark staff with a skeletal bird skull. Embedded in its eye sockets are two obsidian crystals.
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

FengHuang Feather (Tree) (Quaal's Feather Token) rare WBW-DC-ZODIAC-10 Fey of a Feather Show
Notes:

Warm-to-the-touch feather. Sigils of flames cover its surface. Shades of red and orange are the prominent colors.

Guardian. The item chatters and screeches a warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Dragon’s SeedS (taff of the Woodlands) rare WBW-DC-ZODIAC-05 Fey With The Dragon Tattoo Show
Notes:

Staff, rare (requires attunement by a Druid)

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 have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells

You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:

animal friendship (1 charge)
awaken (5 charges)
barkskin (2 charges)
locate animals or plants (2 charges)
speak with animals (1 charge)
speak with plants (3 charges)
wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Notes: Bonus: Magic, Bonus: Spell Attacks, Druid, Creation, Control, Communication, Detection, Warding

Item Tags: Creation Control Communication Detection Warding

Basic Rules, pg. 204

Mind Crystal, Heightened rare FR-DC-BG The Flying Flame Show
Notes:

Wondrous item, rare

Dragon's Glory (Staff of striking with the sentinel property detecting aberrations) rare SJ-DC-ROTU-05 Chapter 5: Return of the Unknown I Show
Notes:

Staff, very rare (requires attunement)
This staff bears the carving of an amethyst dragon’s head at the tip. Whenever an aberration comes within 120 feet of it, the dragon’s eyes flares green.

Maharani’s War Horn (Silver Horn of Valhalla ) rare WBW-DC-ZODIAC-03 Revenge of the Rakshasa Show
Notes:

Made from the bone of an ancient colossal white tiger, the warhorn creates a tiger’s roar that echoes across the planes.

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

Necklace of Prayer Beads rare DDAL-DRW-06 Thimblerigging Show
Notes:

Wondrous item, rare (requires attunement by a cleric,
druid, or paladin)

Curing, Windwalk, Favor, Blessing

Mace of Terror rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Horn of Valhalla (Brass) rare CCC-GAD02-03 Arena of Champions Show
Notes:

Wondrous item, rare

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 brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple 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. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.

Figurine of Wondrous Power (Ivory Goats) (Golden Goat) rare WBW-DC-ZODIAC-08 The Golden Goats Show
Notes:

An ivory figurine of three goats with golden wool.

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

Figurine of Wondrous Power (Bronze Griffon) rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Gloves of Mechanus (Gauntlets of Flaming Fury) rare SJ-DC-PANDORA-JWEI-3B Show
Notes:

Wondrous Item, rare

Flavor
This mechanical glove is forged in Mechanus. Any nonmagical weapon that you grasp with this glove is treated as a magic weapon. As a bonus action, you can activate this glove, causing the cogs to whir and sparks to be ignited which creates magical flames that envelop one of two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.