Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Defender legendary DDHC-TYP - Tomb of Horrors DDHC-TYP - Tomb of Horrors Show
Notes:

Weapon (Rapier), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Gem of Seeing rare DDHC-TYP - Tomb of Horrors DDHC-TYP - Tomb of Horrors Show
Notes:

Wondrous item, rare (requires attunement)

This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

Gray Bag of Tricks uncommon Morphinas Gift DC-PoA DES-05D "Rebuild All Your Ruins" Show
Notes:

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

CREATURES (roll 1d8):
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk

Greatsword +2 rare Service Rewards Service Rewards Show
Notes:

Weapon (Greatsword), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

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

Helm of Comprehending Languages uncommon Hoard of Tiamat DDHC-ToD-17 Tiamats Return Show
Notes:

Wondrous item, uncommon
While wearing this helm, you can cast Comprehend Languages from it.

Instrument of the Bards (Cli Lyre) rare DDHC-KftGV-13 Fire and Darkness Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Ioun Stone, Insight very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.

Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Jeny's Mark (Masquerade Tatoo) common DC-PoA DES-05D "Rebuild All Your Ruins" Show
Notes:

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

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.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.

Jeny’s Mark resembles a tree armband that covers the left forearm when applied. The tattoo casts the smell of lilacs when its bearer is in the presence of fey. This property does not work in the presence of Jeny Greenteeth or her coven.

Leafwarden rare Traded Trade Log Show
Notes:

Weapon (Longsword), rare
Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.

"Leafwarden drank the final ember of Death-at-Sunset and keeps the taste of dusk.
Leaf-crowned, dawn-pale, it whispers Ethvarn’s oath like wind in firs.
When dragon blood stirs, the blade warms—quiet fire beneath green steel.
Draw it, and autumn falls: soft, sure, merciful."

Lightbringer uncommon Service Rewards Service Rewards Show
Notes:

Weapon (mace), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

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

Mace of Terror rare DDHC-KftGV-13 Fire and Darkness Service Rewards 50th Anniversary 1.2 Show
Notes:

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Manual of Bodily Health very_rare Hoard of Tiamat DDHC-ToD-17 Tiamats Return Show
Notes:

Wondrous Item, Very Rare
5 lb.
This book contains health and diet tips, 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 Constitution increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Manual of Quickness of Action very_rare CCC-BMG-37 Weakness of Rock Service Rewards 50th Anniversary Show
Notes:

This book contains coordination and balance exercises, 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. This item can be found in the Dungeon Masters Guide.

Mithral Chain Mail uncommon DDHC-DotMM-18 Dungeon Level 18 DDHC-DotMM-18 Dungeon Level 18 Show
Notes:

Heavy armor (chain mail), uncommon
55 lb.

AC 16
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.

Moon-Touched Longsword uncommon CCC-GHC-BK1-01 Into the Border Kingdoms Trade Log Show
Notes:

The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Obsidian Steed Figurine of Wondrous Power very_rare DDHC-TYP - Tomb of Horrors DDHC-TYP - Tomb of Horrors Show
Notes:

Wondrous item, very rare

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.

Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

Ornithopter of Flying very_rare Traded Trade Log Show
Notes:

Wondrous item, very rare
25 lb.
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn't exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can't hover. If the ornithopter loses its rider while airborne, it falls and can't fly again for 1d6 + 4 days.

The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.

Periapt of Wound Closure uncommon DDHC-TYP-3 Service Rewards 50th Anniversary Show
Notes:

Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Pisonic Passkey (Chime of Opening) rare FR-DC-MIND-01 Mindflayed Adventures FR-DC-MIND-01 Mindflayed Adventures Show
Notes:

Wondrous item, rare
1 lb.
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.

Psychic Splinter (Blessing of Magic Resistance) unique FR-DC-MIND-01 Mindflayed Adventures FR-DC-MIND-01 Mindflayed Adventures Show
Notes:

Blessing

You have Advantage on saving throws against spells and other magical effects.

The intense psionic scream of a dying elder brain dragon left a psychic splinter in your brain. For the better or worse it grants you resistance against spells and magical effects. Now you have to just find a way how to deal with the voices in your head!