Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Quiver of Ehlonna uncommon DDHC-WBW04-Yon DDHC-WBW04-Yon Show
Notes:

Quiver of Ehlonna
Wondrous Item, uncommon

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Radiance (+1 wand of the war mage) uncommon DDHC-CM The Price of Beauty DDHC-CM The Price of Beauty Show
Notes:

Radiance (+1 wand of the war mage)
Wand, uncommon (requires attunement by a spellcaster)

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Rapier +1 uncommon DDHC-WBW05-Palace of Heart's Desire DDHC-WBW05-Palace of Heart's Desire Show
Notes:

Rapier +1
Weapon (Rapier), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

a glass-handled rapier

Ring of Amity very_rare DM Service Awards Season 12 c Trade Log Show
Notes:

Ring of Amity
Ring, very rare (requires attunement)

This ring is carved from hematite and bears an engraving of the friend rune.

When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.

You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.

A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
Invoking the Rune.

When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.

Once the rune has been invoked, it can't be invoked again until the next dawn.

Ring of Feather Falling very_rare DDHC-WBW05-Palace of Heart's Desire DDHC-WBW05-Palace of Heart's Desire Show
Notes:

Ring of Feather Falling
Ring, rare (requires attunement)

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

a bat-shaped amulet that has the properties of a ring of feather falling.

Ring of Mind Shielding uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Ring of Mind Shielding
Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Ring of Shooting Stars very_rare DDHC-WBW04-Yon DDHC-WBW04-Yon Show
Notes:

Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)

While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12

Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Ring of Telekinesis very_rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Ring of Telekinesis
Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Robes of the Archmagi (T4 Lockt) legendary DDHC-WBW05-Palace of Heart's Desire DDHC-WBW05-Palace of Heart's Desire Show
Notes:

Robes of the Archmagi
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment.

You gain these benefits while wearing the robe:

  • If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You have advantage on saving throws against spells and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 2.
Rod of Sanctuary (Rod of Security) very_rare FR-DC-Vex-Vermin Exterminators FR-DC-Vex-Vermin Exterminators Show
Notes:

Rod of Sanctuary (Rod of Security)
Rod, very rare

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

https://files.d20.io/images/457006248/xWYbRw3CKAPrukxSkZ3a4w/med.jpg?1758214912

"This staff transports you and your allies into a beautiful woodland sanctuary blessed by Silvanus himself. Dryads and other mystical woodland creatures tend to your wounds and prepare food and lodging in beautifully crafted tree houses."

Minor Propetie - Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.

Rope of Entanglement rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Rope of Entanglement
Wondrous Item, Rare

This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).

A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.

The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.

Scissors of Shadow Snipping rare DDHC-WBW04-Yon DDHC-WBW04-Yon Show
Notes:

Scissors of Shadow Snipping
Wondrous item, rare (requires attunement by a fey or a spellcaster)

As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can’t be used again until the next dawn.

The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:

  • You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can’t speak, and it doesn’t require air, sleep, or nourishment.
  • You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.

A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.

Seelie Court "Longsword" (Dagger +1) uncommon DDHC-WBW02-Hither DDHC-WBW02-Hither Show
Notes:

Seelie Court "Longsword" (Dagger +1)
Weapon (Dagger), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Silvered Rapier common DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Silvered Rapier
Weapon (Rapier), Common

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Silvered Rapier common DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Silvered Rapier
Weapon, common, Martial weapon

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Staff of Flowers common DDHC-DMM-Lvl-5 Assignment 2. Season 13 (50?) Show
Notes:

Staff of Flowers
Staff, weapon, common

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Staff of Power very_rare DDHC-WBW05-Palace of Heart's Desire DDHC-WBW05-Palace of Heart's Desire Show
Notes:

Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.

Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff

Staff of Striking very_rare DDHC-WBW05-Palace of Heart's Desire DDHC-WBW05-Palace of Heart's Desire Show
Notes:

Staff of Striking
Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Staff of the Woodlands rare DDHC-TfYP-06 WPM White Plume Mountain DDHC-TfYP-06 WPM White Plume Mountain Show
Notes:

Staff of the Woodlands
Staff, Rare (Requires Attunement by a Druid)

This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Animal Friendship 1
Awaken 5
Barkskin 2
Locate Animals or Plants 2
Pass without Trace 2
Speak with Animals 1
Speak with Plants 3
Wall of Thorns 6

Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.

Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.

Stone of Good Luck uncommon DDHC-WBW04-Yon DDHC-WBW04-Yon Show
Notes:

Stone of Good Luck
Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.