Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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
Battleaxe +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
Notes:

Weapon (battleaxe), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

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.

Silvered Longsword common CCC-Ziege-01 Shadows of the Blood Moon CCC-Ziege-01 Shadows of the Blood Moon Show
Notes:

Weapon (Longsword), Common
Martial Weapon, Melee Weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

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.

Dread Helm common FR-DC-CTT-01 Creepy Tavern Tales FR-DC-CTT-01 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?

Belt of Hill Giant Strength common CCC-SFBay-02-03 The Risen Minotaur Lord CCC-SFBay-02-03 The Risen Minotaur Lord Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While wearing this belt, your Strength changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.

Pipe of Remembrance common FR-DC-CTT-01 Creepy Tavern Tales FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Wondrous item, common.

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.

Thayan Headband common FR-DC-THAY-01 - Crazy Lich Thayans FR-DC-THAY-01 - Crazy Lich Thayans 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: Hidden Message; A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.

Golden threads upon a ruby-red bandana pick out the phrase “All Thay, All Day” in fancy stitching.

Cloak of Many Fashions common DDHC -DD04 - For Whom the Void Calls DDHC -DD04 - For Whom the Void Calls Show
Notes:

Wondrous item, common
While wearing this cloak, you can take 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.

Illuminator´s Tattoo common DDAL10-01 The Frozen North Show
Notes:

Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

Tattoo Attunement.

To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.

When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.

Candle of the Deep common DC-PoA The More You Know Under Ice And Snow Show
Notes:

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle (a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet).

Clockwork Amulet common DDHC -DD04 - For Whom the Void Calls DDHC -DD04 - For Whom the Void Calls 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.

Pole of Collapsing common DDHC -DD03 - The Will of Orcus DDHC -DD03 - The Will of Orcus Show
Notes:

Wondrous item, common
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole's weight doesn't change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.

Mythallar Bracelet common DDHC-NF Netheril's Fall DDHC-NF Netheril's Fall Show
Notes:

Wondrous Item, Common

Three small, crystal beads made from a decomissioned mythallar are strung on this leather bracelet. As a magic action, you can pluck one bead from the bracelet to gain Advantage on Strength (Athletics) checks for 1 minute.

A bead disappears immediatly after it's plucked. Once all three beads have been plucked, the bracelet loses its magic.