Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
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.

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.

Wand of Magic Missiles common PO-BK-3-03 Smoke on the Water PO-BK-3-03 Smoke on the Water Show
Notes:

Wand (arcane focus), uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

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).

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).

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.

The Snatch Key common FR-DC-MBM-01 Back To The Big Guy FR-DC-MBM-01 Back To The Big Guy Show
Notes:

The mysterious key originates from a Quickling. The key has tiny wings and is exceptionally difficult to catch. You have a 5 percent chance of catching it, and it can open any lock into which it's inserted. Once it unlocks something, the key disappears.

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.

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.

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.

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.

Vicious Halberd rare CCC-SVH01-02 Raven Lord's Aerie Show
Notes:

DMG'24
p318
Weapon, rare
Martial weapon, melee weapon
6 lb.

1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Cleave
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Wand of Wunder rare FR-DC-AMAK-01 You better watch out FR-DC-AMAK-01 You better watch out Show
Notes:

Wand, rare (requires attunement)

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.

1d100 Effect
01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud.
21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened.
26–30 You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35 Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.
36–40 Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured.
41–45 A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured.
46–50 You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55 The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56–60 A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears.
61–64 Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute.
65–68 An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.
69–72 Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73–77 Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
83–87 Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself.
88–92 Nothing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.
93–97 You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00 The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.

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?

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.

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.

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.

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

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.

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.