Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+2 Dragonhide Belt rare PO-BK-3-06 Trouble Brewing in Port Nyanzaru PO-BK-3-06 Trouble Brewing in Port Nyanzaru Show
Notes:

Wondrous Item, rare (Requires Attunement by a Monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.

Amulet of Health rare Keys from the Golden Vault - Heart of Ashes Show
Notes:

Amulet of Health
DMG'24
p228
Wondrous item, rare (requires attunement)
1 lb.
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.

Amus Fabulous Tales uncommon FR-DC-CTT Creepy Tavern Tales FR-DC-CTT Creepy Tavern Tales Show
Notes:

Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Astromancy Archive rare BMG-MOON-MD-01 Reverie and Murder BMG-MOON-MD-01 Reverie and Murder Show
Notes:

Wondrous Item, Rare (Requires Attunement by a Wizard)

The rings of this brass disc seem to shift and move as you observe them. The sigils etched onto its surface remind you of the ancient Llewyrr elves, hinting at a deeper and more mystical purpose. The brass is oxidized to a deep black color, creating an otherworldly effect that reminds you of the night sky, with specks of gold glittering across its surface like stars.

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Belt of Hill Giant Strength rare CCC-SFBAY-02-03 The Risen Minotaur Lord Show
Notes:

DMG'24
p236
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Bracer of Flying Daggers rare PO-BK-3-05 INTO THE SHINING SEA PO-BK-3-05 INTO THE SHINING SEA Show
Notes:

Wondrous item, rare (requires attunement)
This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.

Cape of the Mountebank rare PO-BK-3-08 Weeding Out Trouble PO-BK-3-08 Weeding Out Trouble Show
Notes:

Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn.

When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Cloak of Protection uncommon FR-DC-MBM-01 Back To The Big Guy FR-DC-MBM-01 Back To The Big Guy Show
Notes:

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

Clockwork Amulet common BMG-MOON-MD-01 Reverie and Murder BMG-MOON-MD-01 Reverie and Murder Show
Notes:

Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Devotee's Censer rare Dreams of the Red Wizards - We're All in This Together Dreams of the Red Wizards - We're All in This Together Show
Notes:

Melee weapon (martial, flail), rare (requires attunement by a cleric or paladin)

The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.

Damage: 1d8
Damage Type: Bludgeoning
Secondary Damage: 1d8
Secondary Damage Type: Radiant
Weight: 2

Hat of Wizardry common FR-DC-MBM-02 Back To Blighty FR-DC-MBM-02 Back To Blighty Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This cone-shaped hat is adorned with moons and stars.

While you are wearing it, you gain the following benefits:
Spellcasting Focus
You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell
As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.

Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
History:
You shot this hat and it survived! Maybe it will help you survive as well.

Immovable Rod uncommon PO-BK-3-02 Shoreline Splunking PO-BK-3-02 Shoreline Splunking Show
Notes:

Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Instrument of Scribing common Dreams of the Red Wizards - We're All in This Together Dreams of the Red Wizards - We're All in This Together Show
Notes:

Wondrous item, common (requires attunement)

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.

Krakenfang (Sword of Life Stealing) rare PO-BK-3-07 ON PIRATE'S HONOR PO-BK-3-07 ON PIRATE'S HONOR Show
Notes:

Weapon (scimitar), rare (requires attunement)

This bone-crafted, thin bladed scimitar bears intricate engravings of tentacles that snake from blade tip to hilt-a kraken’s head. The remaining tentacles entwine to form the weapons cross guard.

Krakenfang radiates a continuous necrotic magic aura. The scimitar’s surface lightens when it draws blood, from deep black to maroon red. It reverts back to its original color 8 hours after its last use.

Moon-Touched Scimitar common PO-BK-3-04 Dead in the Water PO-BK-3-04 Dead in the Water Show
Notes:

Weapon (martial, sword), common

In darkness, the unsheathed blade of this scimitar sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

This item can be found in the Dungeon Master's Guide (2024).

Periapt of Wound Closure uncommon FR-DC-MBM-02 Back To Blighty FR-DC-MBM-02 Back To Blighty Show
Notes:

Wondrous item, uncommon (requires attunement)
1 lb.

While wearing this pendant, you gain the following benefits:
Life Preservation

Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost

Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Minor Property: Beacon

You can take 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.

History: A Halfling's Blessing

In an hour of need, the Halfling girl Wiprys Stonebead helped you by giving up her most precious possession: her family's heirloom and a symbol of their faith to the goddess Sheela Peryroyl.

Raven Queens Necklace of Prayer Beads common FR-DC-CTT Creepy Tavern Tales FR-DC-CTT Creepy Tavern Tales Show
Notes:

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 GM 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.

1 Bead of Windwalking

2 Bead of Favor

2 Bless

1 Bead of Summons

Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it

While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them.

Ring of Swimming uncommon A pirates life for me PO-BK-3-01 A pirates life for me Show
Notes:

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

Rope Of Climbing uncommon PO-BK-3-04 Dead in the Water PO-BK-3-04 Dead in the Water Show
Notes:

Wondrous item, uncommon

Weight: 3
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.

The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed..

This item can be found in the Dungeon Master's Guide (2024).

Sarions Spare Helmet common FR-DC-CTT Creepy Tavern Tales FR-DC-CTT Creepy Tavern Tales Show
Notes:

Wondrous item, common

This fearsome steel helm makes your eyes glow red while you wear it.

Minor Property Language: Thayan

This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?