Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Ioun Stone of Awareness rare DDHC-CM The Canopic Being 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.

Horn of Silent Alarm common SJ-DC-NOS-02 SJ-DC-NOS-02 A rogue heart Show
Notes:

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

(language property: Gith)

Heward's Handy Haversack rare Radiant Citadel (Written in Blood) Trade Log Show
Notes:

Wondrous Item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

https://www.dndbeyond.com/magic-items/5353-hewards-handy-haversack

Headband of Intellect uncommon Season of the Dragon (S11B) - DDEX1-6 WBW-DC-ROOK-1-1 Show
Notes:

Wondrous Item, uncommon (requires attunement)

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

Notes: Set: Intelligence Score, Buff, Headwear

Hat of Disguise uncommon DDHC-CM The Canopic Being DDHC-CM The Canopic Being Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Gray bag of Tricks uncommon Trade Log Show
Notes:

https://www.dndbeyond.com/magic-items/gray-bag-of-tricks

This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Gray Bag of Tricks (d8 Creature):
1. Weasel
2. Giant rat
3. Badger
4. Boar
5. Panther
6. Giant badger
7. Dire wolf
8. Giant elk

Glaive +1 uncommon Level Up CCC-ARCON 01-02 A Whale of a Tale Show
Eyes of Minute Seeing uncommon DDHC-CM The Canopic Being DDHC-CM The Canopic Being Show
Notes:

Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Empyrean’s Unbreaking Glaive +3 very_rare WBW-DC-SUNLIT-06 WBW-DC-ROOK-1-4 Show
Notes:

Martial Melee Weapon (Glaive), very rare
The head of this glaive is not made of metal, and is instead a concentration of Empyrean’s special blood. The blade glitters like, well, glitter, and undulates like mercury. The blood gives the entire weapon, including the shaft, the minor property unbreakable: the item can’t be broken. Special means must be used to destroy it (ie. antimagic field).
Glaive, +3. Melee Weapon Attack, range, 10 ft., 6 (1d10) piercing damage. Heavy, Reach, Two-Handed. You have a +3 bonus to attack and damage rolls made with this magic weapon.

Decanter of endless water uncommon CCC-ARCON01-03 Pharmacist Wanted Show
Notes:

Salt Water flavor
- fresh / salt
- stream + fountain + geyser

Crystal Ball of True Seeing legendary DDHC-CM The Canopic Being DDHC-CM The Canopic Being Show
Notes:

Wondrous item, legendary (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.

Consumables common Show
Notes:
  • 4 Spell Scrolls of Find Steed
Cloak of Displacement rare CCC-SFBAY-02-01 Old Enemies Arise Trade Log Show
Notes:

Cloak of Displacement (Rare, Requires Attunement) While you wear this cloak, it 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 you are incapacitated, restrained, or otherwise unable to move

Bracers of defense rare DDAL-DRW-14 The City That Should Not Be DDAL-DRW-14 The City That Should Not Be Show
Notes:

Wondrous Item, Rare (Requires Attunement)
These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Bracers of Defence rare DDEP-DRW02 DDEP-DRW02 Show
Belt of Stone Giant Strength very_rare DDAL-DRW-14 The City That Should Not Be DDAL-DRW-14 The City That Should Not Be Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.

Amulet of Health rare CCC-SFBAY-02-02 Trade Log Show
Notes:

This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.

Amulet of Health (Wonderous Item, Rare, Requires Attunement)

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.