Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ (R) Glamoured Studded Leather rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Light armor (studded leather armor), rare

While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.

☐ (R/AT) Sun Blade rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Weapon (Longsword), rare (requires attunement)

This item appears to be a sword hilt.

Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.

You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.

Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

☐ (R/AT) Armor of Vulnerability (Slashing) rare DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Robe of Eyes rare DDHC-CM The Scrivener's Tale DDHC-CM The Scrivener's Tale Show
Notes:

Wondrous item, rare (requires attunement)

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

☐ (R/AT) Ring of Spell Storing rare DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Silver Horn of Valhalla rare WBW-DC-TEN-02 The Festival of Fyre Trade Log Show
Notes:

Wondrous item, rare
You can use an Action to blow this horn. In response, Warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the Berserker Statistics from the Monster Manual. They Return to Ysgard after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands.

This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use.

☐ (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.

Orb of the Stein Rune rare DDAL05-14 Reeducation Show
Notes:

Wondrous item, rare (requires attunement)

This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.

Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

Stone Soul. You can't be petrified.

Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.

Gift of Stone. You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein 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 orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.

Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.

☐ (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/AT) Rod of the Pact Keeper +2 rare DDAL09-20 Where Devils Fear to Treat Trade Log Show
Notes:

Rod, rare (+2) (requires attunement by a warlock)

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.

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.

☐ (R) Chain Mail +1 rare Trade Log Show
☐ (R/AT) Ring of Protection rare DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Sun Blade rare DDHC-CM The Canopic Being DDHC-CM The Canopic Being Show
Notes:

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

☐ (R/AT) Ring of Protection rare Trade Log Show
☐ (VR/AT) Ring of Regeneration very_rare Trade Log Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

🗹 (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) Tome of Leadership and Influence very_rare CCC-ROZK01-2 - Zhentarim's Lament Trade Log Show
Notes:

The red leather that covers this tome ist embossed with a smiling man with a third eye

This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

☐ (VR) Stone Half Plate +2 very_rare DDEP07-02 Drums of the Dead Assign Service Reward Show
Notes:

This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in Dwarvish.

☐ (VR) Noot Suit (Fish Suit) very_rare SJ-DC-DWR-02 last flight of the orca SJ-DC-DWR-02 last flight of the orca 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.

This item is found in the Astral Adventurer’s Guide.

Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them.

The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

☐ (VR/AT) Lor’Shon va’Na’eel (Rod of Absorption) very_rare DDAL00-02E Forgotten Foes DDAL00-02E Forgotten Foes Show
Notes:

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

The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. This item can be found in the Dungeon Master’s Guide.