Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Radiance (+1 wand of the war mage) uncommon DDHC-CM The Price of Beauty DDHC-CM The Price of Beauty Show
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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.

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

Golden Flywheel (Stone of Good Luck) uncommon DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard Show
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Golden Flywheel (Stone of Good Luck)
Wondrous item, uncommon (requires attunement)

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

Necklace of Adaptation uncommon DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard Show
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Necklace of Adaptation
Wondrous item, uncommon (requires attunement)

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Driftglobe uncommon DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard Show
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Driftglobe
Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Chime of Exile very_rare DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three DDHC-EoR Eve of Ruin Chapter 2: The Wizards Three Show
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Chime of Exile
Wondrous item, very rare

This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the banishment spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can’t be used this way again until the next dawn.

Instrument of the Bards (Cli Lyre) rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
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Instrument of the Bards (Cli Lyre)
Wondrous item, rare (requires attunement by a bard)

The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Mace of Terror rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
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Mace of Terror
Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Ring of Telekinesis very_rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
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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.

Rope of Entanglement rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
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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.

Brazier of Commanding Fire Elementals rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
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Brazier of Commanding Fire Elementals
Wondrous item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. Command Wort: ilkath keri (Ignanisch für "hell lodern")

The brazier weighs 5 pounds.

Bronze Griffon Figurine of Wondrous Power rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
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Bronze Griffon Figurine of Wondrous Power
Wondrous item, rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.

Folding Boat rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
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Folding Boat
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.

Bag of Holding common DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
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Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Demon Skin (Plate Armor) rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
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Demon Skin (Plate Armor)
Armor (Plate Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.

Manual of Bodily Health very_rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
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Manual of Bodily Health
Wondrous item, very rare

This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

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

Tasha's Creeping Keelboat very_rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
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Tasha's Creeping Keelboat
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.

Iggwylv's Horn rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
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Iggwylv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.

War Pick +1 uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
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War Pick +1
Melee weapon (martial, war pick), uncommon

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