Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Ring of Acid Resistance rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.

Red Dragon Scale Mail very_rare Keys from the Golden Vault - Heart of Ashes Trade Log Show
Notes:

Armor (scale mail), very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.

Prosthetic Limb common DDAL 10-06 The Fallen Star DDAL 10-06 The Fallen Star Show
Notes:

Wondrous item, common

This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.

This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.

Pot of Awakening common CCC-CONMAR 01-02 Finding Linric Show
Notes:

Wondrous Item, common

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time.

When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

The pot is made of brown clay and looks very normal. The shrub that grows from it is a thyme bush, which will provide spice if asked nicely and generally smell delightfully.

Platinum Scarf legendary PS-DC-TWW - 01 Welcome to the Hunt PS-DC-TWW - 00 The Wishing Well Show
Notes:

Wondrous item, legendary (requires attunement)

This scarf is made of sturdy cloth and covered in platinum-colored scales.

As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:

Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.

Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.

Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.

Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.

This black scarf is made out of silk with interwoven leafs that can be plucked from it, these magic leafs seem to grow back after a day or so.

Pipes of Haunting uncommon DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost Show
Notes:

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

Periapt of Wound Closure uncommon CCC-THENT01-02 Those That Dwell Beneath Show
Notes:

Wondrous Item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Moon-Touched Longsword common CCC-GHC-BK1-01 Into the Border Kingdoms Show
Notes:

Provides bright light in a 15-foot radius and dim light for another 15 feet, when unsheathed.

Masquerade Tattoo common WBW-DC-ROOK-1-3 City of the Dead Trade Log Show
Notes:

Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

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.

Fluid Ink.
As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self.
As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

The caveat on the latter is that the tattoo must be smeared with blood for the spell to activate each time.

Marvelous Pigments very_rare DDHC-TOA-9 Ruins of Matolo DDHC-TOA-9 Ruins of Matolo Show
Notes:

Wondrous item, very rare

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Longbow +2 rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Weapon (longbow), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Lantern of Revealing common CCC-ARCON01-02 A Whale of a Tale CCC-ARCON01-02 A Whale of a Tale Show
Notes:

While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.

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

Javelin of Lightning uncommon CCC-BFG 01-03 Dark Moon Return CCC-BFG 01-03 Dark Moon Return 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.

Ioun Stone of Awareness rare WBW-DC-FWF End of the Red Plague WBW-DC-FWF End of the Red Plague Show
Notes:

Wondrous item, rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You can't be surprised while this dark blue rhomboid orbits your head.

Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.

Horn of Valhalla, Iron legendary DDAL05-18 The Mysterious Isle DDAL05-18 The Mysterious Isle Show
Notes:

Wondrous item, legendary
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.

A iron horn summons 5 Berserkers. To use the iron horn, you must have Proficiency with all Martial weapons.

If you blow the horn without meeting its requirement, the summoned Berserkers attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands.

Horn of Blasting rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, rare

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Holy Symbol of Gond (Amulet of the Devout +3) very_rare FR-DC-GOND-01 The Rise of Smokepowder FR-DC-GOND-01 The Rise of Smokepowder Show
Notes:

Wondrous item, very rare (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 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.

Heward`s Handy Spice Pouch common PO-BK1-02 Trust No One Show
Notes:

Wondrous item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

Hat Of Disguise uncommon DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Gonds Gunblade - High Noon legendary FR-DC-GOND-01 The Rise of Smokepowder FR-DC-GOND-01 The Rise of Smokepowder Show
Notes:

Weapon (Longsword), Legendary (Requires Attunement by a Creature of the Weapon’s Choice)

Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.

Runes:

+3 Bonus to attack and damage rolls.

The Moonblade is a spellstoring item (See Ring of Spellstoring)

The Moonblade deals an extra 3d6 Force Damage

Thee Moon Blade has the Thrown Property with a normal range of 20 and a long range of 60.

Minor Property: The Blade detects constructs in a 120ft radius