Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Orb of direction
common
Ashenford
FR-DC-BTW 02 Fathers Curse
Show
Notes:
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
Pearl of Power
uncommon
Arquëon System (Wildspace)
SJ-DC-ARQ-01 Welcome to the Arquëon System
Show
Notes:
Wonderous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an Action to speak its Command word and regain one expended spell slot. If the expended slot is of 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can't be used again until the next dawn.
This item also has the "Beacon" property, which means the bearer can use a bonus action to cause the pearl to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
This item is found in chapter 7 of the Dungeon Master’s Guide.
It looks like a lustrous silvery-blue pearl that’s about the size of a pebble.
Periapt of wound closure
uncommon
Ashenford
FR-DC-BTW 02 Fathers Curse
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Rapier +1
uncommon
Afterlife Casino
DDHC-KftGV-02 Stygian Gambit
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Mind Shielding
uncommon
Yeonido
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
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 Protection
rare
White plume mountain
DDHC-TftYP-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
White plume mountain
DDHC-TftYP-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. (With two mirror image spells in it)
Rod of the Pact Keeper +2
rare
Golden vault reward
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Rod, Rare (Requires Attunement by a Warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
Scale Mail +1
rare
Isefesting
DDAL05-13 Jarl Rising
Show
Notes:
Armor (Scale Mail), Rare
You have a +1 bonus to Armor Class while wearing this armor.
This suite of scale mail armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer.
Slippers of Spider Climbing
uncommon
Revels End
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Staff of the Python
uncommon
Ahenford
FR-DC-BTW 01 Fathers Conscience
Show
Notes:
Staff, Uncommon (Requires Attunement)
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Stone of Good Luck
uncommon
White plume mountain
DDHC-TftYP-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.
Stone of Good Luck (Luckstone)
uncommon
Little Lockford (Underdark)
DDHC-KftGV-05 - Tockworth's Clockworks
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.
The Mind Fortress (ring of mind shielding)
uncommon
Border Kingdom
CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light
Show
Notes:
Wondrous item, uncommon, table C
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.
Flavour:
The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.
However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.This item can be found in the Dungeon Master’s Guide.
Uncommon Magic Item of Choice (DMG, Xanatars, Tashas)
uncommon
Golden Vault Reward
DDHC-KftGV-02 Stygian Gambit
Show
Wand of Binding
rare
Revels End
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It 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.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Wand of Binding
rare
Ashenford
Fr-DC-BTW-04 Fathers Decision
Show
Notes:
Wand, Rare (Requires Attunement)
This wand has 7 charges.
Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Hold Monster 5
Hold Person 2
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Orb of direction | common | Ashenford | FR-DC-BTW 02 Fathers Curse | Show | ||
Notes:
Wondrous Item, Common |
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Pearl of Power | uncommon | Arquëon System (Wildspace) | SJ-DC-ARQ-01 Welcome to the Arquëon System | Show | ||
Notes:
Wonderous item, uncommon (requires attunement by a spellcaster) |
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Periapt of wound closure | uncommon | Ashenford | FR-DC-BTW 02 Fathers Curse | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) |
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Rapier +1 | uncommon | Afterlife Casino | DDHC-KftGV-02 Stygian Gambit | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Ring of Mind Shielding | uncommon | Yeonido | DDHC-JRC-06 Sins of Our Elders | Show | ||
Notes:
Ring, uncommon (requires attunement) |
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Ring of Protection | rare | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) |
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Ring of Spell Storing | rare | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) |
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Rod of the Pact Keeper +2 | rare | Golden vault reward | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
Notes:
Rod, Rare (Requires Attunement by a Warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest. |
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Scale Mail +1 | rare | Isefesting | DDAL05-13 Jarl Rising | Show | ||
Notes:
Armor (Scale Mail), Rare |
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Slippers of Spider Climbing | uncommon | Revels End | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Staff of the Python | uncommon | Ahenford | FR-DC-BTW 01 Fathers Conscience | Show | ||
Notes:
Staff, Uncommon (Requires Attunement) |
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Stone of Good Luck | uncommon | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Stone of Good Luck (Luckstone) | uncommon | Little Lockford (Underdark) | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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The Mind Fortress (ring of mind shielding) | uncommon | Border Kingdom | CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light | Show | ||
Notes:
Wondrous item, uncommon, table C |
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Uncommon Magic Item of Choice (DMG, Xanatars, Tashas) | uncommon | Golden Vault Reward | DDHC-KftGV-02 Stygian Gambit | Show | ||
Wand of Binding | rare | Revels End | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) |
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Wand of Binding | rare | Ashenford | Fr-DC-BTW-04 Fathers Decision | Show | ||
Notes:
Wand, Rare (Requires Attunement) |