Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
+3 Amulet of the Devout rare DDAL-DRW11 Shadows In The Stacks Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Thurumkhar rare FR-DC-FET-01 Vatras Besieged FR-DC-FET-01 Vatras Besieged Show
Notes:

Half Plate Armor +1 [Guardian]

Armor (Half Plate Armor), Rare

You have a +1 bonus to Armor Class while wearing this armor.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

This Armor was onced forged by the Dwarves of the Earthsunder Clan. They named it Thurûmkhar. a combination of Thurûm (”thoughtfulness, wisdom“) and Khar (”eye, gaze"), which could mean ‘wise gaze’ or ‘mindful mind’.

Grûmsh Bryndrak (Glaive +2) rare FR-DC-FET-02 Vatras Abyss FR-DC-FET-02 Vatras Abyss Show
Notes:

Weapon (Glaive), Rare

Grûmsh Bryndrak war die Waffe des mächtigen Todesriesen “Clauthya”. Gesandt von der Rabenkönigin, um die Erinnerungen eines mächtigen Feindes einzufangen, rechnete sie nicht mit dem Eingreifen einer mutigen Gruppe von Abenteurern. Grûmsh Bryndrak setzt sich aus den Wörtern Grûmsh (gemeint ist der Schnitter oder die Schnitterklinge) und Bryndrak (der Leuchtende) zusammen. Es ist eine 7 Fuß lange Waffe, an deren Ende eine dunkle Klinge befestigt ist. Eine Waffe deren Macht dem Schnitter selbst würdig wäre.

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

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. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light.

Belt of Hill Giant Strength rare FR-DC-MIND Mindflayed Adventures FR-DC-MIND Mindflayed Adventures 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.

Brazier of Commanding Fire Elementals rare Keys from the Golden Vault - Fire and Darkness Keys from the Golden Vault - Fire and Darkness Show
Notes:

Wondrous item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

Instrument of the Bards (Cli Lyre) rare Keys from the Golden Vault - Fire and Darkness Keys from the Golden Vault - Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Rope of Entanglement rare Keys from the Golden Vault - Fire and Darkness Keys from the Golden Vault - Fire and Darkness Show
Notes:

Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. 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.

+2 Longbow rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Weapon, rare
Martial weapon, ranged weapon
2 lb.

1d8 Piercing
Ammunition (Range 150/600 ft.; Arrow), Heavy, Two‑Handed
Mastery: Slow
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.

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.

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

Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

Wand of Wonder rare DDHC - DDA - 08 - Shivering Death DDHC - DDA - 08 - Shivering Death 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.

Wand of Wonder Effects
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-foothigh, 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.

Berserker Greataxe rare DDHC - DDA - 08 - Shivering Death DDHC - DDA - 08 - Shivering Death Show
Notes:

Weapon (Greataxe), Rare (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.

Roll20 Note: This item is not supported for drag and drop.

Bag of Tricks, Gray uncommon DDHC -DD02 - Baker's Doesn't Trade Log Show
Notes:

Wondrous item, uncommon
This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

The Mind Fortress (ring of mind shielding) uncommon CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light Show
Notes:

Wondrous item, uncommon, table C

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.

Flavour:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.

The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.

However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.This item can be found in the Dungeon Master’s Guide.

Luna Carnival Tote Bag uncommon WBW-DC-ZODIAC-01 Luna Park Trade Log Show
Notes:

Wondrous item, uncommon
5 lb.
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward's 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.

“This silk bag is deep red with intricate embossed golden details
of clouds, lanterns, and flowers, and a full moon in the center.”
Language. The bearer can speak and understand Primordial
while the item is on the bearer’s person.

Sentinel Shield uncommon DDAL-DRW-INT-02 Watchers of the Trollclaws Show
Notes:

Armor (shield), uncommon - 6 lb. AC +2

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.

Staff of Power common DDEP4 Reclamation of Phlan DDEP4 Reclamation of Phlan Show
Notes:

Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)

This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral claw. The claw clutches a green dragon scale the size of a small plate engraved with the elven word for “Oblivion”. The rune glows with a pale, green light and emits wisps of choking, caustic mist. Whoever is attuned the staff is able to speak, read, and write Draconic.

Chest of Preserving common PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun Show
Notes:

Wonderous Item, Common

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.

The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

This item can be found in Waterdeep: Dungeon of the Mad Mage.

Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it.

An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby.

Cast of Half Plate common FR-DC-MIND Mindflayed Adventures FR-DC-MIND Mindflayed Adventures Show
Notes:

Source: Xanathar's Guide to Everything

Armor (light, medium, or heavy), common

You can doff this armor as an action.

This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck.

Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light.

Chest of Preserving common FR-DC-FET-02 Vatras Abyss FR-DC-FET-02 Vatras Abyss Show
Notes:

Wondrous Item, Common

This chest was used by Clauthya to store the Memories of her victims.

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Clockwork Amulet common DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming 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.

Dread Helm common FR-DC-FET-03 Vatras Fury FR-DC-FET-03 Vatras Fury Show
Notes:

Wondrous Item, Common

While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.