Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Yellow Elemental Gem uncommon DDHC Waterdeep Dragon Heist - Chapter 8 DDHC WDH Waterdeep Dragon Heist - Chapter 5 Show
Notes:

Elemental Gem, Yellow Diamond
DMG Magic Item table B - TCP Cost 8 - Tiers 1-4
Wondrous Item, Minor, Uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.

Source: DMG, page 167

Rod of the Pact Keeper rare evergreen G Purchase Log Show
Notes:

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Ring of Spell Storing rare Traded with Drygor Rax Trade Log Show
Wand of the War Mage +2 rare Evergreen Purchase Log Show
Notes:

Wand of the War Mage, +2
DMG
Wand, Major, Rare (Requires Attunement by a Spellcaster)
1 lb.

While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Found On: Magic Item Table G

Helm of Devil Command very_rare Baldurs Gate Descent into Avernus - Chapter 5 Baldurs Gate Descent into Avernus - Chapter 5 Show
Notes:

Wondrous item, very rare (requires attunement by a creature that can speak Infernal)

This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers.

While wearing the helm, you can see out of it as though you weren’t wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.

The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that’s not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.

If you are not a devil, using the helm’s dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.

Instrument of the Bards, Anstruth Harp very_rare DDHC-DMM Halaster's Lair DDHC-DMM Halasters Lair Show
Notes:

DMG
p176
Wondrous item, instrument, major tier, very rare (requires attunement by a bard)
2 lb.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.

A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.

Each type of musical instrument requires a separate proficiency.

Black Crystal Tablet legendary DMM Floor 22 DDHC-DMM Dungeon of the Mad Mage - Floor 22 Show
Notes:

Wondrous item, legendary (requires attunement by a creature that has proficiency in the Arcana skill)

The black crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness.

As an action, a creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.

Unlocked Magic Items

Name Rarity ▲ Tier Location Table Result Source
Circlet of Blasting common DDHC-DMM End of Chapter 1 DDHC-DMM End of Chapter 1 and Start of Chapter 2 Show
Notes:

Circlet of Blasting
DMG
Wondrous Item, Major, Uncommon - Table F - 16points - Tier 1-4
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

Driftglobe common 2 DDHC-DMM Dungeon of the Mad Mage - Chapter 1 Show
Notes:

Magic Item table A

Wondrous Item, Minor, Uncommon
1 lb.

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Pot of Awakening common 2 DDHC-WDDH Waterdeep Dragon Heist Floor 2 Sessions 3 &4 DDHC-WDDH Waterdeep Dragon Heist Floor 2 Sessions 3 &4 Show
Notes:

Pot of Awakening
Wondrous item, common

If one plants an ordinary shrub in the pot and lets 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 whoever planted it. Absent commands from its creator, it does nothing.

Ring of Mind Shielding uncommon 1 DDAL08-04 Folded Time - PT 1 A Wrinkle in the Weave Show
Notes:

Major, Uncommon - Requires Attunement
Table F - TCP Cost 16
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.

Javelin of Lightning uncommon 1 DDAL08-05 Folded Time - Part 2 Hero of the Troll Wars Show
Notes:

Simple Weapon (javelin), Melee Weapon, Major, Uncommon - Magic Item Table F - 16 TCP
This javelin is a magic weapon. When you hurl it and speak its command word (Jeepers!), 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.

This javelin glows an angry red when within 120 feet
of a troll.

Cloak of Protection uncommon 1 DDAL08-06 Purging the Blood Show
Notes:

Cloak of Protection
Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak. This item is found on Magic Item Table F in the Dungeon Master’s Guide. TP Cost - 16

While wearing this dark red cape, your skin takes on a deathly pallor.

Bracers of Archery uncommon 2 DDHC WDH Waterdeep Dragon Heist - Chapter 5 Show
Notes:

Bracers of Archery
DMG
Wondrous Item, Major, Uncommon (Requires Attunement)

Magic Item Table F - TCP Cost 16 - Available at Tiers 1-4

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Source: DMG, page 156

Wand of Secrets uncommon 1 DDAL 08-01 The Map With No Names DDAL 08-01 The Map With No Names Show
Notes:

Wand, uncommon
DDAL08-01 The Map With No Names
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. This item is found on Magic Item Table B in the Dungeon Master’s Guide.
By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.

Goggles of Night uncommon 1 DDAL 08-02 Beneath the City of the Dead Show
Notes:

Wonderous item, uncommon, Magic Item Table B
DDAL08-02: Beneath the City of the Dead

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. Wearing the goggles increases its range by 60 feet. This item is found on Magic Item Table B in the Dungeon Master’s Guide.
These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.

Hat of Disguise uncommon 1 DDEX8-03 DDAL08-03 Dock Ward Doublecross 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. This item is found on Magic Item Table F in the Dungeon Master’s Guide. TP COST 16

The entire length of this broad, red-silk ribbon is embroidered in gold thread. While wearing it, the wearer can read and understand, but not speak, Undercommon.

Circlet of Human Perfection uncommon 2 DDHC-DMM End of Chapter 1 DDHC-DMM End of Chapter 1 and Start of Chapter 2 Show
Notes:

Circlet of Human Perfection
Wondrous item, uncommon - Table F - 16tp Cost Tiers 1-4

Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.

Circlet of Blasting uncommon 3 Baldurs Gate Descent into Avernus - Chapter 2 Session 7 Baldurs Gate Descent into Avernus - Chapter 3 Session 7 Show
Notes:

While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

Necklace of Fireballs rare 2 DDHC-WDH Waterdeep Dragon Heist - session 3 DDHC-WDH Session 3 Show
Notes:

Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Has 2 beads on it.

Staff of Power very_rare 2 DDHC WDH Waterdeep Dragon Heist - Chapter 8 DDHC WDH Waterdeep Dragon Heist - Chapter 5 Show
Notes:

Staff of Power
DMG
Staff, Major, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)
4 lbs.

Magic Item Table H - TCP Cost 20 - Available at T3-4 Only!!!

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 gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Effect
10 ft. away or closer 8 × the number of charges in the staff
11 to 20 ft. away 6 × the number of charges in the staff
21 to 30 ft. away 4 × the number of charges in the staff
Source: DMG, page 202

Robe of the Archmagi legendary 2 DDHC-WDH Waterdeep Dragon Heist - Chapter 8 DDHC WDH Waterdeep Dragon Heist - Chapter 5 Show
Notes:

Robe of the Archmagi
DMG
Wondrous Item, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)

Available at T3 Only!!!! - TCP Cost 24. Magic Item table I

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.

You gain these benefits while wearing the robe:

If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spell and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.