Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Hat of Wizardry common SJ-DC-HIPS Hiding in Plain Sight SJ-DC-HIPS Hiding in Plain Sight Show
Notes:

Wondrous Item, Spellcasting Focus, 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.

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.

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.

Gem of Seeing rare SJ-DC-HIPS Hiding in Plain Sight SJ-DC-HIPS Hiding in Plain Sight Show
Notes:

Wondrous Item, Rare (Requires Attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

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.

The nobody dies today Breastplate! (Enspelled Breastplate Beacon of Hope) rare PS-DC-Limbo-01 Lost in Limbo PS-DC-Limbo-01 Lost in Limbo Show
Notes:

"For whatever reason Elminster always wants me to wear this, like i am some sort of baby he has to care for. I don't know why he watches over me like i am some important figure in this world. It's not like i am some sort of botched desperate last resort backup plan in case Mystra dies again for...how often did she die now...why is she even still alive?"

  • Volo Minor Property: Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead)

Source: Dungeon Master's Guide

Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement)

Bound into this weapon is a spell of level 8 or lower. 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 level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.

Source: Player's Handbook

3rd-level abjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Stock Market Share (Staff of Adornment) common PS-DC-Limbo-01 Lost in Limbo PS-DC-Limbo-01 Lost in Limbo Show
Notes:

"Your first return of your investment into the 10ft pole market. Like the common magic item the bubble will probably soon collapse but at least you got a bit of return on your investment!"

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

Source: Xanathar's Guide to Everything

Staff, common

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

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.

Escape Plan B rare 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.

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

+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.

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

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.

Breastplate of Nightterror (Enspelled Breastplate) rare FR-DC-CTT-01 Creepy Tavern Tales FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

"This enchanted breastplate is made of a bound ghosts soul that protects its "wearer", as best as it can, through the application of force against the incoming attacks. Which causes them to either be pushed back or, like in the case of arrows for example, change the trajectory of projectiles so that the protected creature isn't hit. The ghost itself is friendly and likes to chat with the wearer of the plate during downtime. This plate once belonged to Thom Lai, an Lich who no longer has use for it. The latent magic inside this item also allows the wearer to summon Thom Lai's personal steed Nightterror which faithfully transports them to their destination."

Magic Item Quirk (Metamorphic): The ghost can make itself invisible in case the wearer doesn't want a terrific looking ghostly breastplate, with skulls on it, visible when they walk into the local town.

Minor Property (Guardian): The ghost can see in all directions which makes it easier to spot enemies, it will want the wearer of the Breastplate if dangers are nearby and grants a +2 to initative.

Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.

The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.

Phantom Steed (Spell)

Level 3 Illusion (Wizard)

Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour

A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.

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.

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?

+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.

+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.

Gem of brightness uncommon DDHC-TOA-04 Cellar of Death DDHC-TOA-04 Cellar of Death Show
Notes:

This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects:
The first Command word causes the gem to shed 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 use a Bonus Action to repeat the Command word or until you use another function of the gem.
The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success..
The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make 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.

Magen Handbell rare DDHC-NF Netheril's Fall DDHC-NF Netheril's Fall Show
Notes:

Wondrous Item, Rare

While holding this brass handbell, you can take a Magic Action to ring it and summon a Terran Magen. The magen appears in an unoccupied space you choose within 30ft of yourself, understands your languages, obeys your commands, and takes its turn immediatly after you on your Initiative count. The magen disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The Bell can't be used this way again for 1d6 days.

Berserk Magen. Whenever the magen summoned by this item starts its turn Bloodied roll a 1d6. On a 6 the magen goes berserk.

While berserk, the magen no longer obeys your commands and you can't dismiss it as a Bonus Action. On each of its turns, the berserk magen attacks the nearest creature it can see. If no creature is near enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears or until a creature holding the handbell takes an influence action and succeeds on a DC 15 Persuasion check to regain control of the magen.