Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Portal Compass uncommon DDHC-PS-Turn of Fortune’s Wheel DDHC-PS-Turn of Fortune’s Wheel - Sessão 2 Show
Notes:

Wondrous Item, uncommon

This portable arcane instrument points in the direction of the last portal it passed through while it and the portal are on the same plane of existence. If that portal no longer exists, the needle becomes static until the compass passes through a new portal.

Sensory Stone uncommon DDHC-PS-Turn of Fortune’s Wheel DDHC-PS-Turn of Fortune’s Wheel - Sessão 2 Show
Notes:

Wondrous Item, Uncommon

This small, smooth stone contains the essence of a single experience.

As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.

Record Sensation. You can use your reaction to record a short sensation lasting no longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the stone.

Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.

Weapon +1 (Longsword) uncommon DDHC-PS-Turn of Fortune’s Wheel DDHC-PS-Turn of Fortune’s Wheel - Sessão 3 Show
Notes:

You have a +1 bonus to attack and damage rolls made with this weapon.

Sensory Stone (Fear) uncommon DDHC-PS-Turn of Fortune’s Wheel DDHC-PS-Turn of Fortune’s Wheel - Sessão 4 Show
Notes:

Wondrous Item, Uncommon

This small, smooth stone contains the essence of a single experience.

As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.

Record Sensation. You can use your reaction to record a short sensation lasting no longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the stone.

Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.

Candle of Invocation (Neutral) very_rare DDHC-PS-Turn of Fortune’s Wheel DDHC-PS-Turn of Fortune’s Wheel - Sessão 4 Show
Notes:

Wondrous item, very rare (requires attunement)

This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.

Neutral

The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle

Mimir rare DDHC-PS-Turn of Fortune’s Wheel DDHC-PS-Turn of Fortune’s Wheel - Sessão 5 Show
Notes:

*Wondrous Item, Rare (Requires Attunement)
*
This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.

As a bonus action, you can toss the device into the air, whereupon it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device.

The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you.

Esoteric Knowledge. While the device is floating, you can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn.

Planar Knowledge. The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master’s Guide, as well as basic information about the gate-towns of the Outlands.

Missing: Automata, Curst, Excelsior, Faunel, Glorium, Rigus, Sylvania.

Necklace of Prayer Beads rare DDHC-PS-Turn of Fortune’s Wheel DDHC-PS-Turn of Fortune’s Wheel - Sessão 5 Show
Notes:

*Wondrous item, rare (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.

5x Beads:

2x Blessings (Bless)
1 Curing (Cure wounds (2nd level) or lesser restoration)
2 Wind walking (Wind walk)

Stone of Good Luck uncommon DDHC-PS-Turn of Fortune’s Wheel DDHC-PS-Turn of Fortune’s Wheel - Sessão 3 Show
Notes:

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Belt of Stone Giant Strength very_rare DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE Trade Log Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord.

While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.

Staff of the Magi legendary DDAL07-17-Cauldron of Sapphire Trade Log Show
Notes:

Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good. 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 Damage < 10 ft. 8 x the number of charges in the staff 11 to 20 ft. 6 x the number of charges in the staff 21 to 30 ft. 4 x the number of charges in the staff Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide.

VELAHR’KERYM (FLAME TONGUE LONGSWORD) rare DDAL00-02D Echoes of the Weeping War D&D® ADVENTURERS LEAGUE SERVICE AWARDS Show
Notes:

Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Wraps of Unarmed Prowess uncommon D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary, version 1.1 D&D® ADVENTURERS LEAGUE SERVICE AWARDS Show
Notes:

Wondrous Item, uncommon

While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

Rogue’s Mantle rare D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary, version 1.1 D&D® ADVENTURERS LEAGUE SERVICE AWARDS Show
Notes:

Wondrous Item, rare (requires attunement)

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.

Rhythm-Maker's Drum +1 uncommon Criação de Personagem Show
Notes:

Wondrous item, uncommon (requires attunement by a bard)

While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Unlocked Magic Items