Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Spell Scroll: Vampiric Touch
uncommon
DM Quest Reward
Tomb of Annihilation
Show
Notes:
Jungle Guide
Boots of the Winterlands
uncommon
DM Starting Item Season 5
Show
Notes:
DM050001
Lantern of Revealing
uncommon
DM Starting Item Season 6
Show
Notes:
DM060001
Cloak of the Bat
rare
DM Quest Reward
DDEP07-01 Peril at the Port
Show
Notes:
Cloak of the Bat
Wondrous item, rare (requires attunement)
This leathery cloak is made of the small, green scales of a pteranodon. When attuned to, the wearer gains a powerful appetite for fish. This item can be found in the Dungeon Master’s Guide.
Rod of Security
very_rare
Season 8 Evergreen Item
H
Season 8 Update
Show
Notes:
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Staff of the Magi
legendary
Season 8 Evergreen Item
I
Season 8 Update
Show
Notes:
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.
Potion of Superior Healing
rare
Evergreen Item
C
Season 8 Update
Show
Notes:
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table (8d4+8). Whatever its potency, the potion’s red liquid glimmers when agitated.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Spell Scroll: Vampiric Touch | uncommon | DM Quest Reward | Tomb of Annihilation | Show | ||
Notes:
Jungle Guide |
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Boots of the Winterlands | uncommon | DM Starting Item Season 5 | Show | |||
Notes:
DM050001 |
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Lantern of Revealing | uncommon | DM Starting Item Season 6 | Show | |||
Notes:
DM060001 |
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Cloak of the Bat | rare | DM Quest Reward | DDEP07-01 Peril at the Port | Show | ||
Notes:
Cloak of the Bat |
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Rod of Security | very_rare | Season 8 Evergreen Item | H | Season 8 Update | Show | |
Notes:
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. |
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Staff of the Magi | legendary | Season 8 Evergreen Item | I | Season 8 Update | Show | |
Notes:
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. |
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Potion of Superior Healing | rare | Evergreen Item | C | Season 8 Update | Show | |
Notes:
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table (8d4+8). Whatever its potency, the potion’s red liquid glimmers when agitated. |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
Bowl of Commanding Water Elementals
rare
Tomb of Annhilation Chapter 2
Dedicated DM Quest
Show
Notes:
While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.
Name | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Bowl of Commanding Water Elementals | rare | Tomb of Annhilation Chapter 2 | Dedicated DM Quest | Show | |||
Notes:
While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. |