Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Moon-Touched Longsword common BMG-DRW-OD-01 Something in the Way Show
Notes:

Weapon (Longsword), Common

The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Necklace of Prayer Beads rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace.
Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
1 Blessing
2 Curing
2 Favor
1 Summons

Ring of Protection rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing rare DDHC-TYP-4 - White Plume Mountain 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.

Staff of Swarming Insects rare DDEX3-03 The Occupation of Szith Morcane Show
Notes:

Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard)

This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses.

Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges).

Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings.

Stone of Good Luck uncommon DDHC-TYP-4 - White Plume Mountain Show
Notes:

Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

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.

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

Rod, rare (requires attunement), Table G

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.

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.

Wand of Pyrotechnics common DDAL10-05 A Blight in the Darkness Show
Notes:

Wand, common

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.