Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Sensory Stone uncommon DDHC Planescape Adventures in the Multiverse Show
Notes:

Wondrous Item, Uncommon

This small, smooth stone contains the essence of a single experience.

As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.

Record Sensation. You can use your reaction to record a short sensation lasting no longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the stone.

Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.

Portal Compass uncommon DDHC Planescape Adventures in the Multiverse Show
Notes:

Wondrous Item, Uncommon

This portable arcane instrument points in the direction of the last portal it passed through while it and the portal are on the same plane of existence. If that portal no longer exists, the needle becomes static until the compass passes through a new portal.

Cloak of Protection uncommon DDHC Planescape Adventures in the Multiverse Show
Notes:

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak

Hat of Disguise uncommon DDHC Planescape Adventures in the Multiverse Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Silver Horn of Valhalla rare DDHC Planescape Adventures in the Multiverse Show
Notes:

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Horn Type = Silver
Berserkers Summoned = 2d4+2

Spear, +1 uncommon DDHC Planescape Adventures in the Multiverse Show
Notes:

Spear, +1

Serpentine Owl Figurine of Wondrous Power rare Planescape 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.

Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

Rope of Entanglement rare Planescape Show
Notes:

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Ring of Animal Influence rare Planescape Show
Notes:

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals

Brooch of Shielding uncommon Planescape Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Lantern of Revealing uncommon Planescape Show
Notes:

Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Iron Flask legendary Planescape Show
Notes:

Wondrous item, legendary

This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need to breathe, eat, or drink and doesn’t age.

You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.

An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.

Deck of Illusions uncommon PS-DC-DRAGON24-01 At the Edge of No Tomorrows Show
Notes:

Wondrous item, uncommon
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.

Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.

Deck of Illusions
1d100 Illusion
01-03 Adult Red Dragon
04-06 Archmage
07-09 Assassin
10-12 Bandit Captain
13-15 Beholder
16-18 Berserker
19-21 Bugbear Warrior
22-24 Cloud Giant
25-27 Druid
28-30 Erinyes
31-33 Ettin
34-36 Fire Giant
37-39 Frost Giant
40-42 Gnoll Warrior
43-45 Goblin Warrior
46-48 Guardian Naga
49-51 Hill Giant
52-54 Hobgoblin Warrior
55-57 Incubus
58-60 Iron Golem
61-63 Knight
64-66 Kobold Warrior
67-69 Lich
70-72 Medusa
73-75 Night Hag
76-78 Ogre
79-81 Oni
82-84 Priest
85-87 Succubus
88-90 Troll
91-93 Warrior Veteran
94-96 Wyvern
97-00 The card drawer
Found On: Arcana - Uncommon
See also: Deck of Illusions.

Ladungen: 15/15

Source: DMG'24, page 249. Available in the Free Rules (2024).

Ring of Protection rare PS-DC-DRAGON24-01 At the Edge of No Tomorrows Show
Notes:

Ring (bracelet), rare (requires attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.

Harmonious. Attuning to this item takes only 1 minute.

Found On: Armaments - Rare
Source: DMG'24, page 294. Available in the Free Rules (2024).

Quarterstaff, +1 uncommon Planescpae Show
Notes:

Weapon (quarterstaff), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Bonus: Magic, Damage, Combat, Versatile, Topple

Dimensional Shackles rare Planescape Show
Notes:

Wondrous item, rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

Periapt of Wound Closure uncommon Planescape Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.


Story Item:
This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, the charm vanishes from you.