Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
ARAELATHILA (AH-RAEH-LATHI-LA) - ELVEN THROWER (GUARDIAN MINOR PROPRIETY) very_rare FR-DC-LIGA-01 - Wyrmwell Flame Show
Notes:

Weapon (spear), very rare (requires attunement by a elf)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

This item is found in Bigby Presents: Glory of the Giants.

Forged by the High Elves during the Crown Wars, Araelathila has vanes of green arrows carved into it. The item whispers to its bearer "May I strike true my targets!", granting a +2 bonus to initiative if the bearer isn’t incapacitated. It is an ode to Solonor Thelandira.

☐ Audience Stones (Sending Stones) uncommon CCC-BMG-12 HILL 01-03 Resurgence Show
Notes:

Wondrous item, uncommon

These smooth stones made of marble have the crest of Hillsfar carved into them.

Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell
from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through

As well as the properties described in the Dungeon Master’s Guide (pg. 199), these stones also have the ability to directly contact the First Lord of Hillsfar. You have been assured that he always keeps the stone close at hand.

Contacting the First Lord expends the single use the stones gain every dawn.

BAPAR GHALMRIN'S IMPERISHABLE ARK - CHEST OF PRESERVING common FR-DC-LIGA-01 - Wyrmwell Flame Show
Notes:

Wondrous Item, Common

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 21⁄2 feet long, 11⁄2 feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

This item is found in Waterdeep: Dungeon of the Mad Mage.

☐ Berserker Axe rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
🗹 Bracers of Defense rare DDAL-DRW-14 The City That Should Not Be Show
Notes:

Wondrous Item, Rare (Requires Attunement)

These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

☐ (C/AT) Hat of Wizardry common SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, 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.

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

☐ (C/AT) Quor'hin's Hat (Hat of Wizardry) common SJ-DC-ECHO-01 Starfall SJ-DC-ECHO-01 Starfall Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.

You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, 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.
This item is found in Xanathar’s Guide to Everything.

This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one..

Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.

☐ Chest of Preserving common DC-PoA The Little Bundle of Love...craft Show
Notes:

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

☐ (C) Tentacle (Rope...) of Mending common FR-DC-MIND Mindflayed Adventures Show
Notes:

Wondrous item, common

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind

☐ Defender (Rapier) legendary DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Emerald Kidgloves (Gloves of Thievery) uncommon CCC-BMG-10 HILL 01-01 Arrival Show
Notes:

Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation

☐ Helm of Telepathy uncommon DC-PoA The Little Bundle of Love...craft Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

☐ (L/AT) Crystal Ball of True Seeing legendary DDHC-CM The Canopic Being DDHC-CM The Canopic Being Show
Notes:

Wondrous item, legendary (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.

☐ Longbow +2 rare DDHC-CM Alkazaar's Appendix DDHC-CM Alkazaar's Appendix Show
☐ Longsword of Vengeance rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Lor'shon Va'na'eel (Rod of Absorption) very_rare DDAL 00-02E: Forgotten Foes DDAL 00-02E: Forgotten Foes Show
Notes:

Wondrous Item, very rare (requires attunement by a wizard)

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.

☐ Manual of Bodily Health very_rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Periapt of Proof Against Poison rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Periapt of Wound Closure uncommon CCC-BMG-11 HILL 01-02 Exodus 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.

This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long, graceful fingers holding a set of three small crystals. It does have one minor drawback. Unless the wielder is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each use. The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary from use to use. A description of this item can be found on page 184 of the Dungeon Master’s Guide.

☐ (R/AT) Armor of Vulnerability (Slashing) rare DDHC-TYP - White Plume Mountain Show
Notes:

Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).