Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Figurine of Wondrous Power Ebony Fly rare SJ-DC-AMAK-01: You better watch out SJ-DC-AMAK-01: You better watch out 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.

Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.

Elemental Essence Shard (Fire) rare SJ-DC-LEGIT-SB-02 Club Diamond SJ-DC-LEGIT-SB-02 Club Diamond Show
Notes:

Wondrous item, rare (requires attunement by a sorcerer)

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Fire: One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
Guardian: The item whispers warnings to its bearer,
granting a +2 bonus to initiative
if the bearer isn't incapacitated.

Dread Helm 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

Cloak of Underdark Protection uncommon CCC-HAL-05 House of Blades CCC-HAL-05 House of Blades Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this cloak, the bearer can speak and understand Undercommon. Otherwise, this cloak functions exactly like a Cloak of Protection, which can be found in the Dungeon Master’s Guide.

Cloak of Many Fashions common SJ-DC-AMAK-01: You better watch out SJ-DC-AMAK-01: You better watch out Show
Notes:

Wondrous Item, common

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

Chardalyn Breastplate (Armor of Necrotic Resistance) rare DDAL10-05 A Blight in the Darkness Show
Notes:

Armor (breastplate), rare (requires attunement)

This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold.

You have resistance to necrotic damage while you wear this armor

Chain Mail, +1 rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Armor (chain mail), rare
You have a +1 bonus to AC while wearing this armor.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Bulletproof Vest (+2 Breastplate) very_rare SJ-DC-LEGIT-SB-02 Club Diamond SJ-DC-LEGIT-SB-02 Club Diamond Show
Notes:

Armour (Medium), Very Rare

You have a +2 bonus to AC while wearing this breastplate.

Strange Material. This armour is composed of ceramic
plates and a weave of synthetic aramid fibers, rather than
leather and metal.
A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY".

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

Bracers of Defense rare The lost sanctum CCC-BMG-17 ELM1-2 The Lost Sanctum Show
Notes:

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.

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

Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Bloodwell Vial +2 rare Trade Log Show
Notes:

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Bloodwell Vial (+1) uncommon Complete Character Overhaul Show
Notes:

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Astromancy Archive rare SJ-DC-AMAK-04: Starlight's Lament SJ-DC-AMAK-04: Starlight's Lament Show
Notes:

Wondrous Item, rare (requires attunement by a wizard)

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 attack roll, an ability check, 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.

Arrow of Dragon Slaying very_rare DDHC-JRC-10 Between tangled Roots DDHC-JRC-10 Between tangled Roots Show
Notes:

Weapon (arrow), very rare

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

+2 Shield rare DDAL09-19 Fang and Claw Trade Log Show
Notes:

Armor (shield), rare
6 lb.
AC +2
While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

+2 Rod of the Pact Keeper common FR-DC-FOS-11 Eyes in the Dark FR-DC-FOS-11 Eyes in the Dark Show
Notes:

Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.