Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Belt of Storm Giant Strength
legendary
DDAL 06-03 Crypt of the Death Giant
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Notes:
Belt of Storm Giant Strength
Wondrous item, legendary (requires attunement)
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants.
Bracers of Defence
uncommon
DDAL00-02C Lost Tales of Myth Drannor
Reward Payout
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Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Faerie Dragon’s Favor
rare
Reward Payout
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Notes:
This cloak appears as
scintillating faerie dragon
winds. While wearing this
cloak, you understand
written and spoken
Draconic. This item
functions as if a mantle of
spell resistance (see the
Dungeon Master’s Guide).
Ioun Stone (Greater Absorption)
legendary
DDAL00-10 - Trust & Understanding
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Notes:
Ioun Stone (Greater Absorption)
Wondrous item, legendary (requires attunement)
This lavender and green stone has been fashioned into the shape of a strange dragon; it has a long, sinewy neck, a body like a serpent, four stout legs, and two long whiskers that almost look like a mustache. This is what the dragons of far-off Shou Lung in Kara-Tur look like.
While this marbled object orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Manual of Quickness of Action
very_rare
CCC-BMG-37
Reward Payout
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Robe of the Archmagi
legendary
DDAL00-03 - Those That Came Before
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Notes:
Robe of the Archmagi
Wondrous Item, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
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.
Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.
Rod of Absorption
very_rare
CCC-SVH-01-03
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Notes:
Rod of Absorption
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself – is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
This item is found on Magic Item Table H in the Dungeon Master’s Guide.
Rod of Security
very_rare
DDAL00-01 Window to the Past
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Notes:
Rod of Security
Rod, very rare
Table H
This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier.
Siren’s Caress
rare
DM Reward
Reward Payout
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Notes:
This crystalline wand
appears as a spiral-
shaped waterspout. When
used, a haunting melody
is heard emanating from
the wand. This item
functions as a wand of
paralysis (see the
Dungeon Master’s Guide).
Staff of the Magi
legendary
DDAL07-17 Cauldrons of Sapphire
Reward Payout
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Notes:
Staff of the Magi
Staff of the Woodlands
rare
DDHC-CM Xanthoria
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Notes:
Staff of the Woodlands
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.
The Blink Dog’s Guide to Transversing the Feywild
rare
DM Reward
Reward Payout
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Notes:
This small, yellow book is
inscribed in silver with the
title in Sylvan. When used,
you briefly flicker and the
howl of dogs can be heard in
the distance. This item
functions as an atlas of
endless horizons (see Tasha’s
Cauldron of Everything).
Tome of Clear Thought
very_rare
CCC-BMG-38 HULB 3-2 Dead Canaries
Reward Payout
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Notes:
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Wand of Polymorph
very_rare
DDHC-CM Alkazaar's Appendix
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Notes:
Wand of Polymorph
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.
Wand of the War Mage +2
rare
CCC-ROZK01-1 - Binder's Torment
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Notes:
Wand of the War Mage +2
Wand, rare (requires attunement by a spellcaster)
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Wand of Wonder
rare
DDAL00-03 - Those That Came Before
Show
Notes:
Wand of Wonder
Wand, Major, Rare (Requires Attunement by a Spellcaster)
Weight: 1 lbs.
Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
1d100 Effect
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Belt of Storm Giant Strength | legendary | DDAL 06-03 Crypt of the Death Giant | Show | |||
|
Notes:
Belt of Storm Giant Strength While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. |
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| Bracers of Defence | uncommon | DDAL00-02C Lost Tales of Myth Drannor | Reward Payout | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| Faerie Dragon’s Favor | rare | Reward Payout | Show | |||
|
Notes:
This cloak appears as |
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| Ioun Stone (Greater Absorption) | legendary | DDAL00-10 - Trust & Understanding | Show | |||
|
Notes:
Ioun Stone (Greater Absorption) Wondrous item, legendary (requires attunement) This lavender and green stone has been fashioned into the shape of a strange dragon; it has a long, sinewy neck, a body like a serpent, four stout legs, and two long whiskers that almost look like a mustache. This is what the dragons of far-off Shou Lung in Kara-Tur look like. While this marbled object orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. |
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| Manual of Quickness of Action | very_rare | CCC-BMG-37 | Reward Payout | Show | ||
| Robe of the Archmagi | legendary | DDAL00-03 - Those That Came Before | Show | |||
|
Notes:
Robe of the Archmagi Wondrous Item, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) 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. Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl. |
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| Rod of Absorption | very_rare | CCC-SVH-01-03 | Show | |||
|
Notes:
Rod of Absorption Rod, very rare (requires attunement) While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself – is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. This item is found on Magic Item Table H in the Dungeon Master’s Guide. |
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| Rod of Security | very_rare | DDAL00-01 Window to the Past | Show | |||
|
Notes:
Rod of Security Table H This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier. |
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| Siren’s Caress | rare | DM Reward | Reward Payout | Show | ||
|
Notes:
This crystalline wand |
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| Staff of the Magi | legendary | DDAL07-17 Cauldrons of Sapphire | Reward Payout | Show | ||
|
Notes:
Staff of the Magi |
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| Staff of the Woodlands | rare | DDHC-CM Xanthoria | Show | |||
|
Notes:
Staff of the Woodlands 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. |
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| The Blink Dog’s Guide to Transversing the Feywild | rare | DM Reward | Reward Payout | Show | ||
|
Notes:
This small, yellow book is |
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| Tome of Clear Thought | very_rare | CCC-BMG-38 HULB 3-2 Dead Canaries | Reward Payout | Show | ||
|
Notes:
Tome of Clear Thought Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| Wand of Polymorph | very_rare | DDHC-CM Alkazaar's Appendix | Show | |||
|
Notes:
Wand of Polymorph 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. |
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| Wand of the War Mage +2 | rare | CCC-ROZK01-1 - Binder's Torment | Show | |||
|
Notes:
Wand of the War Mage +2 Wand, rare (requires attunement by a spellcaster) This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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| Wand of Wonder | rare | DDAL00-03 - Those That Came Before | Show | |||
|
Notes:
Wand of Wonder Wand, Major, Rare (Requires Attunement by a Spellcaster) Weight: 1 lbs. Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed. |
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