Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Bag of Holding uncommon la guilde DDHC-WDH-01Waterdeep: Dragon Heist Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, 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 to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Staff of defense rare DDHC LMOP (Redbrand Hideout) Trade Log Show
Notes:

Rare (Requires attunment)

The staff of defense is the staff formerly belonging Iarno Albrek, who was known as Glasstaff due to this staff. The staff is slender and hollow and made entirely of glass, yet it is as strong as oak.

Holding this staff grants a +1 bonus to armor class.

The staff contains 10 charges used to fuel the spells within it. While holding the staff, it can be used to cast one of the following spells if the spells is on your class spells list : Mage armor (1 charge), Shield (2 charges)

The staff regains 1d6+4 expended charges each day at dawn. If the last staff charge is expended, roll a d20. On a 1, the staff shatters and is destroyed.

Cli lyre rare la guilde CCC-TRI-25-DEAD1-2 Dead Men Treasure Show
Notes:

Wondrous item, rare
(require attuned Attunement Bard)

A cli lyre is an exquisite example of its kind, superior to any ordinary lyre in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw.

This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. The lyre can cast each of the following spells once per day:

fly,
invisibility,
levitate,
protection from evil and good,
stone shape,
wall of fire,
wind wall.
An expertly crafted lyre embossed with dark mother-of-pearl stingrays.
This item can be found in the Dungeon Master’s Guide.

Alchemy Jug uncommon DDEX3-08_The_Malady_of_Elventree Show
Notes:

Objet merveilleux, peu commun
Cette cruche en céramique semble être en mesure de contenir 4 litres de liquide et pèse 6 kg, vide ou pleine. Des sons de ballonnements se font entendre de l'intérieur de la jarre quand elle est secouée, même si elle est vide.
Vous pouvez utiliser une action et nommer un liquide de la table ci-dessous, et la cruche se remplit du liquide choisi. Ensuite, vous pouvez déboucher la jarre au prix d'une action et déverser ce liquide, jusqu'à 8 litres par minute. La quantité de liquide que la jarre peut produire dépend du liquide nommé.
Une fois que la jarre a commencé à produire un liquide, elle ne peut pas en produire un autre, ni plus que son maximum, jusqu'à l'aube suivante.

Blessing of Protection unique white plum mountain DDHC-TYP White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.

+1 Chain mail rare white plum mountain DDHC-TYP White Plume Mountain Show
Notes:

chain mail with +1 ac

Goggles of Night uncommon white plum mountain DDHC-TYP White Plume Mountain Show
Notes:

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

Stone of Good Luck uncommon white plum mountain DDHC-TYP White Plume Mountain Show
Notes:

While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

Boots of Striding and Springing uncommon white plum mountain DDHC-TYP White Plume Mountain Show
Notes:

Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing Heavy Armor. In addition, whenever you jump, you can jump three times the normal distance.

Armor of Vulnerability (slashing) rare white plum mountain DDHC-TYP White Plume Mountain Show
Notes:

Armor (plate), rare (requires attunement)

While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.

Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance).

item to choose common white plum mountain DDHC-TYP White Plume Mountain Show
Notes:

Each character may
choose one of the following items: arrow catching
shield, bracers of defense, canaith mandolin, necklace
of prayer beads (with six beads), staff of the
woodlands, +2 wand of the war mage, or a +2 weapon.

Ring of protection rare white plum mountain DDHC-TYP White Plume Mountain Show
Notes:

While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and Saving Throws.

Ring of spell Storing rare white plum mountain DDHC-TYP White Plume Mountain Show
Notes:

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 − 1 levels of stored Spells chosen by the DM.

Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Githyanki Earring (Ear Horn of Hearing) common la guilde Balagos’ Belt (+3 Dragonhide Belt) Show
Notes:

Wondrous Item, Common

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.

Sentinel. This item glows faintly when aberrations are within 120 feet of it.

This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Bahamut’s Blessing (Blessing of Magic Resistance) common la guilde Balagos’ Belt (+3 Dragonhide Belt) Show
Notes:

You have advantage on saving throws against spells and other magical effects.

This blessing is found in the Dungeon Masters Guide.

Tome of Leadership and Influence common trade oloril Trade Log Show
Notes:

Wondrous Item, very rare This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Unlocked Magic Items