Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ (R) Longbow +2 rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Weapon, rare

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

Rod of Hellish Flames very_rare FR-DC-TRIDEN-MYKE-06 Trials of Myth Nantar Show
Notes:

...

Rod Flavour: This rod bears the marks of the followers of Szass Tam. It always feels tepid to the touch, seemingly ignoring the environment around it and while you touch it so do you. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. The disdain it has for its surroundings may also rub off on the bearer as irritability or a lack of patience.

☐ (R) Quaal's Feather Token (Bird) rare DDHC-CM The Book of Inner Alchemy DDHC-CM The Book of Inner Alchemy Show
Notes:

Wondrous item, rare

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.

Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

☐ (R) Ring of Acid Resistance rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.

☐ (R) Wraps of Unarmed Power +3 very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, very rare

While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.

☐ (UC/AT) Boots of Striding and Springing uncommon DDHC-TYP - White Plume Mountain Show
☐ (UC/AT) Greatsword of Vengeance common DDHC-TYP - Tomb of Horrors Show
Notes:

Weapon (Greatsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

☐ (UC/AT) Pearl of Power uncommon CCC-THENT01-01 Beneath The Surface CCC-THENT01-01 Beneath The Surface Show
Notes:

Wondrous item, uncommon (requires Attunement by a spellcaster)

While this pearl is on your person, you can use an action to speak this pearl’s Command word and regain one expended spell slot. If the expended slot was 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can’t be used again until the next dawn.

☐ (UC/AT) Stone of Good Luck uncommon DDHC-TYP - White Plume Mountain Show
☐ (UC/AT) Valins Diadem (Hat of Disguise) common DDHC-CM The Canopic Being 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.

☐ (UC) Decanter of Endless Water uncommon CCC-ARCON01-03 Pharmacist Wanted CCC-ARCON01-03 Pharmacist Wanted Show
Notes:

Wondrous Item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn.

Choose from the following options:

"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
This item is found in Magic Item Table C in the Dungeon Master’s Guide.

Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike.

☐ (UC) Eyes of Minute Seeing uncommon DDHC-CM The Canopic Being Show
Notes:

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

☐ (UC) Googles of the Night uncommon DDHC-TYP - White Plume Mountain Show
☐ (UC) Lantern of Revealing uncommon CCC-CONMAR 01-01 Helping Hands CCC-CONMAR 01-01 Helping Hands Show
Notes:

Wondrous item, uncommon

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.

☐ (UC) Periapt of Health uncommon Season 11 Service Rewards Assign Service Reward Show
Notes:

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant.

☐ (UC) Sentinel Shield uncommon Trade Log Show
Notes:

Armor (shield), uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.

Volo's Spare Hat (Hat of Many Spells) very_rare PS-DC-LIL-01 Lost in Limbo Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Wizard)

This pointed hat has the following properties.

Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.

Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. (not included here)

Any spell you cast from the hat uses your spell save DC and spell attack bonus.

☐ (VR/AT) Animated Shield very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Shield (shield), very rare (requires attunement)

While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

🗹 (VR/AT) Belt of Fire Giant Strength very_rare Baldur's Gate: Descent Into Avernus - Chapter 3: Avernus Assign Service Reward 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 25.

☐ (VR/AT) Candle of Invocation (Ysgard) (240/240 min) very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, very rare (requires attunement)

This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.

While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.

Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. (Ysgard)