Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ (R/AT) Ring of Protection rare Trade Log Show
☐ (R/AT) Armor of Vulnerability (Slashing) rare DDHC-TYP - White Plume Mountain Show
☐ (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/AT) Ring of Spell Storing rare DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Ring of Spell Storing rare DDHC-TYP - White Plume Mountain Trade Log Show
Notes:

Requires Attunement

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.

Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

☐ (R/AT) Flame-Tongue Greatsword rare Storm King's Thunder - Chapter 8: Forge of the Fire Giants Assign Service Reward Show
Notes:

Weapon (Greatsword), rare (requires attunement)

You can use a bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus Action to speak the Command word again or until you drop or sheathe the sword.

☐ (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/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) Ioun Stone of Awareness rare DDHC-CM The Scrivener's Tale DDHC-CM The Scrivener's Tale Show
Notes:

Wondrous item, rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.

☐ (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) Starlight Moonbow (Glimmering Moonbow Shortbow) rare BMG-DRWEP-KS-01 The Siege of Mulsantir Show
Notes:

Weapon (Shortbow), Rare (Requires Attunement)

The grip of the bow is engraved with three silver stars, representing the major deities worshipped in Rashemen known as "the Three" - Bhalla (Chauntea), Mielikki (Khelliara), and the Hidden One (Mystra). When an arrow is loosed from this bow, it appears as a shooting star.

This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.

While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can't be used again until the next dawn.

☐ (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 Spell Storing (Bless, Revivify) rare DDHC-CM The Canopic Being Show
Notes:

Ring, rare (requires attunement)

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

☐ (R/AT) Ioun Stone of Awareness rare DDHC-CM The Canopic Being Show
Notes:

Wondrous item, rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.

☐ (R/AT) Ring of Protection rare DDHC-TYP - White Plume Mountain Show
Bracers of Defense rare DDAL-DRWEP02: Wings of Death Show
Notes:

Wondrous Item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

These bracers take the form of red satin evening gloves.

☐ (R/AT) Invisible Gem of Seeing rare DDHC-TYP - Tomb of Horrors Show
Notes:

Wondrous item, rare (requires attunement)

This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

☐ (R/AT) Ring of Protection rare DDHC-TYP - Tomb of Horrors Show
Notes:

Ring, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

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/AT) Staff of Withering rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.