Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ (R/AT) Wand of Lightning Bolts rare DDAL08-09 - Fangs and Frogs DDAL08-09 - Fangs and Frogs Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide.

This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.

☐ (R/AT) Bracers of Defense rare DDAL00-02C Spawn of the Maimed Virulence DDAL00-02C Spawn of the Maimed Virulence Show
Notes:

Wondrous item, rare (requires attunement)

Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

☐ (R/AT) Velahr'Kerym (Flame Tongue Longsword) rare DDAL00-02D Echoes of the Weeping War DDAL00-02D Echoes of the Weeping War Show
Notes:

Weapon, rare (requires attunement)

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

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) Amulet of Health rare DDAL08-10 The Skull Square Murders DDAL08-10 The Skull Square Murders Show
Notes:

Wondrous Item, Rare (Requires Attunement)

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

☐ (R/AT) Bracers of Defense rare BMG-DRW-OD-01 Something in the Way BMG-DRW-OD-01 Something in the Way Show
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.

The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.

☐ (R/AT) Gem of Seeing rare SJ-DC HIPS Hiding in Plain Sight SJ-DC HIPS Hiding in Plain Sight 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) Folding Boat rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

☐ (R/AT) Bracers of Defense rare Descent into the Lost Caverns of Tsojcanth Show
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.

☐ (R/AT) Wand of Fireballs rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This black wand has red veins that resemble little antlers. It is warm to the touch, as if the embers of hell burn under its surface.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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.

☐ (R/AT) Moon Sickle +2 rare BMG-DRWEP-OD-01 The Enemy of My Enemy Show
Notes:

Weapon (sickle), rare (requires attunement by a druid or ranger)

A glowing platinum arabesque graces both sides of this sickle’s blade. The polished ivory hilt is carved in the likeness of a beautiful dryad.

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Tentacle Rod rare CCC-GHC-BK1-03 - The Darkest Knight Show
Notes:

Rod, rare (requires attunement)

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

☐ (R) Dimensional Shackles rare DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Wondrous item, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

☐ (R/AT) Rod of the Pact Keeper +2 rare DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

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) Silver Horn of Valhalla rare DDHC-KftGV-11 - Affair on the Concordant Express 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.

🗹 (R) Vicious Halberd rare DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Weapon (Halberd), rare

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Weapon of Warning rare DDHC-JRC-06 Sins of Our Elders Show
(R/AT) Cloak of Displacement rare DDAL05-05 A Dish best served cold Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.

This cloak is made of the pelt of a smooth, black furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Staff of Healing rare DDEP4 - Reclamation of Phlan Show
Notes:

Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cure Wounds
1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration
2
Mass Cure Wounds
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds.

☐ (VR) Silvered Greatsword +3 very_rare DDHC-KftGV-11 - Affair on the Concordant Express Show
Notes:

Weapon (greatsword), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

☐ (VR/AT) Tasha’s Creeping Keelboat very_rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, very rare (requires attunement)

This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.

The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.