Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
elixir of health
common
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
Elixir of Health
rare
CCC-BMG-MOON12-2 A Gift from the Queen
Show
Elven Chain
rare
Trade Log
Show
Far Realm Shard
rare
PO-BK1-06 Beyond the Starry Veil
PO-BK1-06 Beyond the Starry Veil
Show
Notes:
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Feywild Shard
uncommon
Trade Log
Show
Figurine of Wondrous Power, Ebony Fly
rare
SJ-DC-RFJK-02-03 Colony Calling
Show
Notes:
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.
Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
This item is found in the Dungeon Master's Guide.
Guardian. Formed from the remains of a slain elder brain dragon, this figurine psionically senses danger and whispers warnings to its bearer in Deep Speech, granting a +2 bonus to initiative if the bearer isn’t incapacitated. The figurine takes on the appearance of a tentacled, briny dragon when the command word is spoken.
Flametongue Greatsword
rare
CCC_YLRA-SDCC01-3 Cast in Shadows
Trade Log
Show
Four +3 Arrows
very_rare
CCC-BMG-MOON12-2 A Gift from the Queen
Show
gem of seeing (special)
rare
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
DDHC-TYP Chapter 7 Tomb of Horrors (T3)
Show
Notes:
This gem is an oval diamond, with two flat and polished sides, very clear, and about 1 inch in diameter by a quarter-inch thick. It will operate only twelve times, then shatter.
Guardian Figurine of Wonderous Power - Obsidian Steed (not tradeable)
very_rare
WBW-DC-MOM-02 One Chance
Show
Notes:
Greater Fey Pact: Penalty Information! An indelible blood-red mark blooms upon your face in the shape of a handprint, and all attempts to use magic in any regard (be it via spell slot, class feature or item usage) are met with failure. (A wish spell is needed to remove the penalty for breaking a greater contract.)
Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Quirk (Hungry) This item’s magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate
Half Plate, +2 w/Strange Material (Glass)
very_rare
WBW-DC-PHP-PHAN-02 Once Upon a Time
Trade Log
Show
Notes:
You have a +2 bonus to AC while wearing this armor. The armor is detailed with golden flowers and a small child’s doodle. Additionally, the armor has the Strange Material property and appears to be made of strong yet ethereal glass, similar to the shoes Ella gave you in WBW-DC-PHP-PHAN-01.
Harmonious Ring of Free Action
rare
WBW-DC-MOM-02 One Chance
Show
Notes:
The sleek silver line of this tasteful ring follows the endless curve of a Möbius loop. While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Minor Property (Harmonious) Attuning to this item takes only 1 minute.
Quirk (Confident) The item helps its bearer feel self-assured.
Hat of Vermin w/ Conscientious property
common
Trade Log
Show
Hat of Wizardry
common
SJ-DC-RFJK-02-02 Intelligent Intention
Show
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
This item is found in Xanathar’s Guide to Everything.
Hidden Message. Whenever a creature wearing the hat reads written text, a soft light gently bounces between the stars on its silk surface, and observers feel drawn to “connect the dots” by tracing their finger across the constellations, even if the wearer is not attuned to the hat.
Headband of Intellect
uncommon
DDAL05-16 Parnast Under Siege
Show
Notes:
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.
Helm of Devil Command
common
DDHC-DIA Descent into Avernus
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement by a creature that can speak Infernal)
This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers.
While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.
The helm has 3 charges. As an action, you can expend 1 charge to cast Dominate Monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.
If you are not a devil, using the helm's Dominate Monster property in the Nine Hells has a 20 percent chance of attracting a narzugon (see page 238), which arrives on the back of a nightmare mount in ld4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.
Helm of Teleporation
common
CCC-BMG-MOON18-3 Seeds of Discord
CCC-BMG-MOON18-3 Seeds of Discord
Show
Notes:
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.
Heward's Handy Spice Pouch
common
PO-BK-1-2 - Trust no one
Show
Notes:
Wondrous item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Horn of Blasting
rare
DDHC-CM16 Alkazaar's Appendix
DDHC-CM16 Alkazaar's Appendix
Show
Horn of Silent Alarm
common
SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3)
Show
Notes:
Sentinel. Choose a kind of creature that is an enemy of the item’s creator (Mind Flayers). This item glows faintly when such creatures are within 120 feet of it.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
elixir of health | common | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | |||
Elixir of Health | rare | CCC-BMG-MOON12-2 A Gift from the Queen | Show | |||
Elven Chain | rare | Trade Log | Show | |||
Far Realm Shard | rare | PO-BK1-06 Beyond the Starry Veil | PO-BK1-06 Beyond the Starry Veil | Show | ||
Notes:
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn. |
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Feywild Shard | uncommon | Trade Log | Show | |||
Figurine of Wondrous Power, Ebony Fly | rare | SJ-DC-RFJK-02-03 Colony Calling | Show | |||
Notes:
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. Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. This item is found in the Dungeon Master's Guide. Guardian. Formed from the remains of a slain elder brain dragon, this figurine psionically senses danger and whispers warnings to its bearer in Deep Speech, granting a +2 bonus to initiative if the bearer isn’t incapacitated. The figurine takes on the appearance of a tentacled, briny dragon when the command word is spoken. |
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Flametongue Greatsword | rare | CCC_YLRA-SDCC01-3 Cast in Shadows | Trade Log | Show | ||
Four +3 Arrows | very_rare | CCC-BMG-MOON12-2 A Gift from the Queen | Show | |||
gem of seeing (special) | rare | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | DDHC-TYP Chapter 7 Tomb of Horrors (T3) | Show | ||
Notes:
This gem is an oval diamond, with two flat and polished sides, very clear, and about 1 inch in diameter by a quarter-inch thick. It will operate only twelve times, then shatter. |
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Guardian Figurine of Wonderous Power - Obsidian Steed (not tradeable) | very_rare | WBW-DC-MOM-02 One Chance | Show | |||
Notes:
Greater Fey Pact: Penalty Information! An indelible blood-red mark blooms upon your face in the shape of a handprint, and all attempts to use magic in any regard (be it via spell slot, class feature or item usage) are met with failure. (A wish spell is needed to remove the penalty for breaking a greater contract.) Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Hungry) This item’s magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate |
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Half Plate, +2 w/Strange Material (Glass) | very_rare | WBW-DC-PHP-PHAN-02 Once Upon a Time | Trade Log | Show | ||
Notes:
You have a +2 bonus to AC while wearing this armor. The armor is detailed with golden flowers and a small child’s doodle. Additionally, the armor has the Strange Material property and appears to be made of strong yet ethereal glass, similar to the shoes Ella gave you in WBW-DC-PHP-PHAN-01. |
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Harmonious Ring of Free Action | rare | WBW-DC-MOM-02 One Chance | Show | |||
Notes:
The sleek silver line of this tasteful ring follows the endless curve of a Möbius loop. While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. Minor Property (Harmonious) Attuning to this item takes only 1 minute. Quirk (Confident) The item helps its bearer feel self-assured. |
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Hat of Vermin w/ Conscientious property | common | Trade Log | Show | |||
Hat of Wizardry | common | SJ-DC-RFJK-02-02 Intelligent Intention | Show | |||
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. Hidden Message. Whenever a creature wearing the hat reads written text, a soft light gently bounces between the stars on its silk surface, and observers feel drawn to “connect the dots” by tracing their finger across the constellations, even if the wearer is not attuned to the hat. |
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Headband of Intellect | uncommon | DDAL05-16 Parnast Under Siege | Show | |||
Notes:
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. |
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Helm of Devil Command | common | DDHC-DIA Descent into Avernus | Trade Log | Show | ||
Notes:
Wondrous item, very rare (requires attunement by a creature that can speak Infernal) This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. The helm has 3 charges. As an action, you can expend 1 charge to cast Dominate Monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. If you are not a devil, using the helm's Dominate Monster property in the Nine Hells has a 20 percent chance of attracting a narzugon (see page 238), which arrives on the back of a nightmare mount in ld4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master. |
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Helm of Teleporation | common | CCC-BMG-MOON18-3 Seeds of Discord | CCC-BMG-MOON18-3 Seeds of Discord | Show | ||
Notes:
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. |
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Heward's Handy Spice Pouch | common | PO-BK-1-2 - Trust no one | Show | |||
Notes:
Wondrous item, common This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. |
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Horn of Blasting | rare | DDHC-CM16 Alkazaar's Appendix | DDHC-CM16 Alkazaar's Appendix | Show | ||
Horn of Silent Alarm | common | SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3) | Show | |||
Notes:
Sentinel. Choose a kind of creature that is an enemy of the item’s creator (Mind Flayers). This item glows faintly when such creatures are within 120 feet of it. |