Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Astromancy Archive (Guardian Property)
rare
Mind Flayer
SJ-DC 01 ROTU Recesses of the Unknown
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Notes:
Wondrous Item, rare (requires attunement by a wizard)
The blood red orb pulses and whispers slurping tentacle noises in the bearer’s mind when it senses danger, granting +2 initiative.
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
This item is found in the Tasha’s Cauldron of Everything
Stout (+2 Longsword)
rare
Endreward
G
CCC-GHC-BK1-05 For the Glory of Bloutar!
Show
Notes:
Weapon (longsword), rare, Table G
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls
made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
This item can be found in the Dungeon Master’s Guide.
Ring of Acid Resistance
rare
DDHC-CM-16 Alkazaar's Appendix
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Notes:
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Wand of Fireballs (Temperate)
rare
SJ-DC ROTU 02 Prelude to Finality
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Notes:
Wand, rare (requires attunement by a Spellcaster)
This beautiful wand with purple eldritch sigil carved onto its body is a wand of fireball with temperate minor property.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 ashes and is destroyed.
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
This item is found in the Basic Rules, pg. 210.
Ghost Step Tattoo
very_rare
SJ-DC ROTU 04 Declaration of War
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Notes:
Wondrous Item, very rare (requires attunement)
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can’t be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Harmonious. Attuning to this item takes only 1 minute.
This item is found in the Tasha’s Cauldron of Everything, pg. 128.
Portfolio des Piktomanten (Arcane Grimoire +3)
very_rare
FR-DC-CHROMA-01 Tortured Artist
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Notes:
"This Portfolio contains a lot of concept art for spells that seem to revolve around painting with magic infused paint. It's a headache to try to decipher it."
Wondrous item, very rare (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Minor Property: Harmonious, Attunement to this Item only takes 1 Minute.
Spells Included:
• 1st level: detect magic, identify, mage armor, magic missile
• 2nd level: detect thoughts, mirror image, misty step
• 3rd level: counterspell,fly, lightning bolt
• 4th level: banishment, fire shield, stoneskin
• 5th level: cone of cold, scrying, wall of force
• 6th level: globe of invulnerability
• 7th level: teleport
• 8th level: mind blank*
• 9th level: time stop
White Absorbing Tattoo
very_rare
SJ-DC ROTU 03 Hubris of Gods
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Notes:
Wondrous Item (tattoo), very rare (requires attunement)
Produced by a special needle, this magic tattoo features designs that emphasize one color.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color (white = force damage).
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
Harmonious. Attuning to this item takes only 1 minute.
Belt of Stone Giant Strength
very_rare
DDAL-DRW14 The City That Should Not Be
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Notes:
Wondrous Item, Very Rare (Requires Attunement)
This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.
Animated Shield
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as 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 animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Dwarven Plate
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Wand of Polymorph
very_rare
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
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 ashes and is destroyed.
Spell Scroll, Level 9: Wish
legendary
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Scroll, legendary
Save DC 19, Attack Bonus +11
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Wish
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Astromancy Archive (Guardian Property) | rare | Mind Flayer | SJ-DC 01 ROTU Recesses of the Unknown | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. This item is found in the Tasha’s Cauldron of Everything |
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| Stout (+2 Longsword) | rare | Endreward | G | CCC-GHC-BK1-05 For the Glory of Bloutar! | Show | |
|
Notes:
Weapon (longsword), rare, Table G |
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| Ring of Acid Resistance | rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Ring, rare (requires attunement) |
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| Wand of Fireballs (Temperate) | rare | SJ-DC ROTU 02 Prelude to Finality | Show | |||
|
Notes:
Wand, rare (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This item is found in the Basic Rules, pg. 210. |
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| Ghost Step Tattoo | very_rare | SJ-DC ROTU 04 Declaration of War | Show | |||
|
Notes:
Wondrous Item, very rare (requires attunement) Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: Harmonious. Attuning to this item takes only 1 minute. |
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| Portfolio des Piktomanten (Arcane Grimoire +3) | very_rare | FR-DC-CHROMA-01 Tortured Artist | Show | |||
|
Notes:
"This Portfolio contains a lot of concept art for spells that seem to revolve around painting with magic infused paint. It's a headache to try to decipher it." Wondrous item, very rare (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Minor Property: Harmonious, Attunement to this Item only takes 1 Minute. Spells Included: • 1st level: detect magic, identify, mage armor, magic missile |
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| White Absorbing Tattoo | very_rare | SJ-DC ROTU 03 Hubris of Gods | Show | |||
|
Notes:
Wondrous Item (tattoo), very rare (requires attunement) Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color (white = force damage). Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn. Harmonious. Attuning to this item takes only 1 minute. |
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| Belt of Stone Giant Strength | very_rare | DDAL-DRW14 The City That Should Not Be | Show | |||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement) This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. |
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| Animated Shield | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as 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 animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. |
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| Dwarven Plate | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
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| Wand of Polymorph | very_rare | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. 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 ashes and is destroyed. |
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| Spell Scroll, Level 9: Wish | legendary | DDHC-CM-16 Alkazaar's Appendix | Show | |||
|
Notes:
Scroll, legendary Save DC 19, Attack Bonus +11 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Wish |
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