Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Candle of Invocation very_rare Anauroch DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.

Dwarven Thrower very_rare Anauroch DDHC-CM-16 Alkazar's Apendix Show
Notes:

Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.

Ring of Telekinesis very_rare Brimstone Hold DDHC-KftGV-13 Fire and Darkness Show
Notes:

Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Tasha's Creeping Keelboat very_rare Sonnenuntergangsgebirge Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Wand of Polymorph very_rare Anauroch DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wand, Very Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
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.

Dwarven Half Plate very_rare Anauroch DDHC-CM-16 Alkazar's Apendix Show
Notes:

Armor (Half Plate Armor), Very Rare
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Dwarven Plate Armor very_rare Golden vault reward DDHC-KftGV-13 Fire and Darkness Show
Notes:

Armor (Plate Armor), Very Rare

While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Very Rare Item of choice (DMG only) very_rare Well of Dragons DDHC-ToD-17 Tiamats Return Show
Rod of Security very_rare Glacier of the white wyrm Trade Log Show
Notes:

Rod, very rare This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier.

Animated Shield very_rare Anauroch DDHC-CM-16 Alkazar's Apendix Show
Notes:

Armor (Shield), Very Rare (Requires Attunement)
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

Armor of Vulnerability legendary White Plume Mountain TftYP: White Plume Mountain Show
Notes:

Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Stormcaller (Maul of Thunderbolts) legendary Ysgard Trade Log Show
Notes:

"This Weapon seems to have some form of limited sentience, the wielder can feel the raging storm bound inside the metal. It is said the weapon itself was forged using a stolen part of Talos essence." War Leader, The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Weapon (Maul), Legendary (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.