Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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.”

Wand of Wonder rare Warlock’s Crypt dungeon DDAL00-03 Those That Came Before Show
Notes:

Wand, rare (requires attunement by a spellcaster)
Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide.

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the Effect causes you to Cast a Spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.
If an Effect covers an area, you must center the spell on and include the target. If an Effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
d100 Effect
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 An object of the DM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of all the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.

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.

Tome of Leadership and Influence very_rare Well of Dragons Trade Log Show
Notes:

Wondrous Item, Very Rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

suit of +1 chain mail armor uncommon White Plume Mountain DDHC-TYP - White Plume Mountain Show
Stone of Good Luck uncommon White Plume Mountain DDHC-TYP - 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.

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.

Staff of Power (Unbreakable) very_rare FR-DC-CLWF-01 Passed Heroics Show
Notes:

Staff of Power (Unbreakable)
Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cone of Cold 5
Fireball (level 5 version) 5
Globe of Invulnerability 6
Hold Monster 5
Levitate 2
Lightning Bolt (level 5 version) 5
Magic Missile 1
Ray of Enfeeblement 1
Wall of Force 5

Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Unbreakable. The item can't be broken. Special means must be used to destroy 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.

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.

Rod of Alertness very_rare Warlock’s Crypt dungeon DDAL00-03 Those That Came Before Show
Notes:

Rod, very rare (requires attunement)
This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.

This rod has a flanged head and the following Properties.
Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.
Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.
Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.
The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.

Robe of the Archmagi legendary Well of Dragons Trade Log Show
Notes:

Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2.

Ring of Spell Storing rare White Plume Mountain DDHC-TYP - 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.
(2x Mirror Image)

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.

Ring of Protection rare White Plume Mountain DDHC-TYP - 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 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.

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.

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.

Portable Hole rare Xorvintroth DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Wondrous Item, Rare
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 is one-way only and can’t be reopened.

Plate d'Amour (Cast-Off Plate Armor, Guardian) common FR-DC-CLWF-01 Passed Heroics Show
Notes:

Heavy armor, common, AC 18
This set of plate armor has a special latch that can be pulled by the wearer to instantly rip off all armor parts if needed. You can doff this armor as a Magic action.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. (Caution: the item can not warn you about bad choices)

The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.