Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Ruby of the War Mage common Sigil PS-DC-MIKE-01 The Clash for the Multiversal Championship Show
Notes:

Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This item is found in Xanathar’s Guide to Everything.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.

Headband of Intellect uncommon Ship wreck: Emperor of the seas DDHC00-GSM-04 Salvage Operation Show
Notes:

Headband of Intellect
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 already 19 or higher without it.

Staff of Charming rare Mulmaster Ghetto Trade Log Show
Notes:

Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Staff of the Woodlands rare Lykortha Expanse DDHC-CM-17 Xanthoria Show
Notes:

Staff, rare (requires attunement by a druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Woe unique Icewind Dale DDAL-DRW-16 Uprising Show
Notes:

Woe
Weapon (Longsword), Unique
This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally.
When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit.
Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”

Ring of Evasion rare Icewind Dale DDAL-DRW-16 Uprising Show
Notes:

Ring of Evasion
Ring, Rare (Requires Attunement)
Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

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

Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Adamantine Plate Armor uncommon Glacier of the white wyrm DDAL00-01 - Window to the Past Show
Notes:

Armor (any metal), uncommon
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection.
A description of this item can be found in the Dungeon Master’s Guide.

Metal Baton with Continual Flame common Firewatch Island (Uskarn, Saltmarch) DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

Continual Flame Enchantment:

A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Ring of Free Action rare Firewatch Island (Uskarn, Saltmarch) DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

Ring, major tier, rare (requires attunement)

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.

Folding boat rare Firewatch Island (Uskarn, Saltmarch) DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

Wondrous item, minor tier, rare

4 lb.

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.

Helm of Underwater Action uncommon Firewatch Island (Uskarn, Saltmarch) DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.

Breast Plate +1 rare Firewatch Island (Uskarn, Saltmarch) DDHC00-GSM-07 Tammeraut's Fate Show
Notes:

Medium armor, major tier, rare

20 lb.

AC 14 + Dex (max 2)

You have a +1 bonus to AC while wearing this armor.

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

+1 Padded Armor (a fine velvet vest) common Feywild WBW-DC-FWF The White Rabbit That Follows You Show
Notes:

+1 Padded Armor (a fine velvet vest)

Light armor

AC 12 + Dex

8 lb.

Padded armor consists of quilted layers of cloth and batting.

The wearer has disadvantage on Dexterity (Stealth) checks.

Minor Property: Strange Material

The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Cloak of Many Fashions common Feywild WBW-DC-FWF The White Rabbit That Follows You Show
Notes:

Cloak of Many Fashions

Wondrous item, common

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Minor Property: Language

The bearer can speak and understand Celestial while the item is on the bearer's person.

Prosthetic Limb common Festung im Sumpf WBW-DC-FWF The Night Of The Meteor Show
Notes:

Wondrous item, Common

This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an Action, and it can't be removed against your will. It detaches if you die.

Cubic Gate legendary Borderlands PO-BK02-10 A Grim and Ravenous Arrival Show
Notes:

Wondrous Item, Legendary

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.

(1 Abyss, 2 Astral Plane, 3 Avernus, 4 Far Realm, 5 Material Plane, 6 Plane of Earth)

The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s charges to cast one of the following spells using the cube.

Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side.

Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.

Tome of the Stilled Tongue legendary Border Kindom CCC-GHC-BK3-09 A Convergence of Gods Show
Notes:

Wondrous item, major tier, legendary (requires attunement by a wizard)

This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
This item can be found in the Dungeon Master's Guide.

Ysgard Rune (Orb of Direction) common PS-DC-TWW-01 The Hunt for the Wishing Well Show
Notes:

"This rune is one of the dozen keys which are meant to open the gateway to the wishing well."

Minor Property: Key

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.

Adamantine Scale Mail uncommon WBW-DC-FWF Riders of the Stone (Seed: Path of Resistance) Show
Notes:

Adamantine Scale Mail

AC: 14 + Dex (max 2)

Medium Armor, uncommon

45 lb.

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

The wearer has disadvantage on Dexterity (Stealth) checks.

Minor Property: Sentinel (Aberrations)

This item glows faintly when Aberrations are within 120 feet of it.