Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Javelin of Lightning “Rrakkma’s Smite” uncommon SJ-DC-Flumph-01 Flurry of Flumphs SJ-DC-Flumph-01 Flurry of Flumphs Show
Notes:

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Dungeon Master's Guide, p. 178

“This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’”

Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast Trade Log Show
Notes:

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

+1 Amulet of the Devout uncommon LvL 5 Award Charakter Progression Show
Notes:

Wondrous item, uncommon (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 +1 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.

+1 Shield uncommon FR-AiF-02-Tomb of Damara FR-AiF-02-Tomb of Damara Show
Notes:

Shield (shield), uncommon
6 lb.

AC +2
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

+1 Longsword uncommon FR-AiF-02-Tomb of Damara FR-AiF-02-Tomb of Damara Show
Notes:

Weapon (Longsword), uncommon
Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Baba Yaga's Dancing Broom uncommon DDHC -DD02 - Baker's Doesn't Trade Log Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

The archfey Baba Yaga crafted many of these magic brooms.
No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control.
The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.

Mithral Breastplate uncommon DDHC -DD04 - For Whom the Void Calls DDHC -DD04 - For Whom the Void Calls Show
Notes:

Medium armor (breastplate), uncommon
20 lb.

AC 14 + Dex (max 2)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Ring of Jumping uncommon DDHC -DD04 - For Whom the Void Calls DDHC -DD04 - For Whom the Void Calls Show
Notes:

Ring, uncommon (requires attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

+1 Spear uncommon DDHC -DD04 - For Whom the Void Calls DDHC -DD04 - For Whom the Void Calls Show
Notes:

Weapon (Spear), uncommon
Simple weapon, melee weapon
3 lb.

1d6 Piercing
Thrown (20/60 ft.), Versatile (1d8)
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Enspelled (Jump) Quarterstaff uncommon CCC-SFBay-02-01 Old Enemies Arise Show
Notes:

DMG'24 p258

Weapon (Quarterstaff), Uncommon (Requires Attunement)
Simple Weapon, Melee Weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
Bound into this weapon is a level 1 spell. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.

The spell's saving throw DC is 13, and its attack bonus is +5.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Minor Property Songcraft. Whenever this item is struck or is used, you hear a "Boing" sound.

Gem of Brightnes uncommon SJ-DC-HIPS Hiding in Plain Sight SJ-DC-HIPS Hiding in Plain Sight Show
Notes:

Wondrous Item, Uncommon

This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:

First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem.

Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP.

Dizzys Ring uncommon SJ-DC-HIPS Hiding in Plain Sight SJ-DC-HIPS Hiding in Plain Sight Show
Notes:

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 take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, 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.

Hat of Vortexes uncommon DDHC-NF Netheril's Fall DDHC-NF Netheril's Fall Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic Action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10ft cube originating from you and lasts for 1 hour. While the vortex is present, it's area is difficult terrain.

You decide a vortex's visual details when you create it. For instance the vortex might be multicolored or glittery.

Arcane Barrtey uncommon DDHC-NF Netheril's Fall DDHC-NF Netheril's Fall Show
Notes:

Woundrous Item, Uncommon

This smooth, oval stone is etched with faintly glowing magical symbols. While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediatly regains 1d4+1 expended charges and the battery loses its magic.

Shield+1 uncommon DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes Show
Deck of Illusions uncommon FR-DC-CTT-01 Creepy Tavern Tales FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 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.

Oblex Cloak uncommon FR-DC-CTT-01 Creepy Tavern Tales FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Wondrous Item, Uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope (coiled)
Sack
In addition, the robe has 13 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
0 gems worth 100 GP each
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
Wooden ladder (24 feet long)
10 gems worth 100 GP each
Spell Scroll containing one spell of level 1, 2, or 3 (Enlarge/Reduce)
10 gems worth 100 GP each
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
10 gems worth 100 GP each
Riding Horse with a Riding Saddle
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
Bag of 100 GP
Bag of 100 GP

Volo's neuer alter Mantel (Robe of Useful Items) uncommon PS-DC-Limbo-01 Lost in Limbo PS-DC-Limbo-01 Lost in Limbo Show
Notes:

Wondrous Item, Uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

Bullseye Lantern (filled and lit)

Dagger

Mirror

Pole

Rope (coiled)

Sack

In addition, the robe has these Patches:

  • Wooden Ladder (24ft long)

  • Bag of 100gp

  • 2 Mastiffs

  • Riding Horse with a Riding Saddle

  • Spellscroll with Aura of Vitality

  • 4 Potions of Healing

  • 4 Potions of Healing

  • 4 Potions of Healing

  • Portable Ram

  • Rowboat 12ft long

  • 10 gekms worth 100gp each

  • Spellscroll with Prayer of Healing

  • 2 Mastiffs

  • Bag of 100gp

Volo's Lebensversicherung uncommon PS-DC-Limbo-01 Lost in Limbo PS-DC-Limbo-01 Lost in Limbo Show
Notes:

Wondrous item (tattoo), rarity varies

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.

The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.

Ivory Goats Figurine of Wondrous Power rare CCC-Ziege-01 Shadows of the Blood Moon CCC-Ziege-01 Shadows of the Blood Moon Show
Notes:

Wondrous Item, Rare

These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat.

A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. 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.

Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:

Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.

Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges.

Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.