Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
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.

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.

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.

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.

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

Mace of Terror rare Keys from the Golden Vault - Fire and Darkness Keys from the Golden Vault - Fire and Darkness Show
Notes:

Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.

Bronze Griffon Figurine of Wondrous Power rare Keys from the Golden Vault - Fire and Darkness Keys from the Golden Vault - Fire and Darkness Show
Notes:

Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.

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.

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.

Thunrok Thrymbra very_rare FR-DC-FET-03 Vatras Fury FR-DC-FET-03 Vatras Fury Show
Notes:

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

You have Resistance to Fire damage while you hold this staff.

Spells. The staff has 10 charges. 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
Burning Hands
1
Fireball
3
Wall of Fire
4
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.

Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

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.

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.

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.

Rope of Mending common FR-DC-FET-01 Vatras Besieged FR-DC-FET-01 Vatras Besieged Show
Notes:

Wondrous Item, Common

This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.

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

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’.

Tome of Understanding very_rare DDHC-TYP-6 - Against the Giants Trade Log Show
Notes:

Wondrous item, very rare
5 lb.
This book contains intuition and insight exercises, 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Necklace of Prayer Beads rare DDHC-JRC-10 Between tangled Roots Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
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 DM 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.

2x Curing Cure wounds (2nd level) or lesser restoration
1x Bead of Favor
1x Bead of Summons
2x Wind walking Wind walk

Ring of Force Resistance rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Ring, rare
You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.

+3 Wraps of Unarmed Power very_rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, very rare
While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.

Energy Longbow very_rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Weapon, very rare (requires attunement)
Martial weapon, ranged weapon
2 lb.

1d8 Piercing
Ammunition (Range 150/600 ft.; Arrow), Heavy, Two‑Handed
Mastery: Slow
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

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.