Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Portable Hole rare DDHC-WDH Waterdeep: Dragon Heist Trade Log Show
Notes:

Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Belt of Fire Giant Strength very_rare DDHC-RoT-04 Neronvain Trade Log Show
Notes:

Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Ring of Acid Resistance rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.

Dwarven Plate very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Animated Shield very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Horn of Blasting rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix 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

Staff of Withering rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Longbow +2 rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Weapon (longbow), rare

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

Wand of Polymorph very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Fish Suit very_rare SJ-DC-RTR-09 Trumps, Trades and Tricks SJ-DC-RTR-09 Trumps, Trades and Tricks Show
Notes:

Wondrous item, very rare

This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

Minor Property: Beacon

The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Heward's Handy Spice Pouch common SJ-DC-RTR-09 Trumps, Trades and Tricks SJ-DC-RTR-09 Trumps, Trades and Tricks 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.

Minor Property: Language
The bearer can speak and understand Elvish while the item is on the bearer's person.

Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers.

Musket of the Ild Rune uncommon Trade Log Show
Notes:

Musket
Weapon
Firearm, renaissance, martial weapon, ranged weapon
500 gp, 10 lb. 1d12 piercing - ammunition (60/120 ft.), loading, two-handed

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Gift of Flame
You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon
The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

Staff of the Woodlands rare DDHC-CM-17 Xanthoria DDHC-CM-17 Xanthoria Show
Notes:

Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

+1 Wraps of Unarmed Prowess uncommon Reward List: 50th Anniversary Show
Notes:

Wondrous item, uncommon
While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

Rogue's Mantle rare Reward List: 50th Anniversary Show
Notes:

Wondrous item, rare (requires attunement)

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision's range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn.

Baleful Talon very_rare Reward List: 50th Anniversary Show
Notes:

Weapon (dagger), very rare

Simple weapon, melee weapon
1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)
You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.

When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Robe of Stars very_rare Reward List: 50th Anniversary Show
Notes:

Wondrous item, very rare (requires attunement)
Major tier
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Longsword of the Planes legendary Reward List: 50th Anniversary Show
Notes:

Weapon, legendary (requires attunement)

Martial weapon, melee weapon
3 lb. 1d8 slashing - versatile (1d10)
You gain a +3 bonus to attack and damage rolls made with this magic sword.

This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you're on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can't be used again until the next dawn.

You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM's discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM's discretion.

Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.

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

+1 Battleaxe uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Weapon, uncommon
Major tier
Martial weapon, melee weapon
4 lb. 1d8 slashing - versatile (1d10)
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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

Ring of Mind Shielding uncommon DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Ring, uncommon (requires attunement)
Major tier
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 use an action to cause the ring to become invisible until you use another action to make it visible, 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.