Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Chest of Preserving common FR-DC-CURSE FR-DC-CURSE Is this a Curse? Show
Notes:

Wonderous item, common

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves’ tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

Gleaming. This item never gets dirty.

Fresh fruit from foreign lands is a marvel richer than gold or jewels.

Brightlark’s Wraps (Wraps of Unarmed Prowess) uncommon FR-DC-CURSE FR-DC-CURSE Is this a Curse? Show
Notes:

Wonderous item, uncommon (requires attunement)

While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

A set of comfy olive wraps; well-worn, but well-repaired. Faded gold thread stitches out sigils of power.

Gloves of Thievery common WBW-DC-ROG-02 Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Headband of Intellect uncommon DDAL05-16 Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Glamoured Studded Leather rare DDAL04-9 Service Rewards 50th Anniversary 1.2 Show
Notes:

Light armor (studded leather armor), rare
13 lb.

AC 12 + Dex
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.

Amulet of Health rare SJ-DC-TRIDEN-SD Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, rare (requires attunement)
1 lb.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

+2 Amulet of the Devout rare Traded Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Driftglobe uncommon DDHC-CM The Joy of Extradimensional Spaces DDHC-CM The Joy of Extradimensional Spaces Show
Notes:

Driftglobe
DMG'24
p254
Wondrous item, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.

You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Driftglobe uncommon DDHC-CM The Joy of Extradimensional Spaces DDHC-CM The Joy of Extradimensional Spaces Show
Notes:

Driftglobe
DMG'24
p254
Wondrous item, uncommon
1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.

You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Chained Book (+1 Flail) uncommon DDHC-CM The Joy of Extradimensional Spaces DDHC-CM The Joy of Extradimensional Spaces Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
2 lb.

1d8 Bludgeoning
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

A heavy, leather-bound tome dangles from a length of iron chain, its spine reinforced with brass studs. When read, the pages whisper ancient war prayers; when swung, the book’s weight turns the chain into a bruising flail, scattering sparks of arcane energy with every impact. Ideal for scholars who believe knowledge—and self-defense—should travel hand in hand.

Helm of Comprehending Languages uncommon DDHC-CM Mazfroth's Mighty Digressions DDHC-CM Mazfroth's Mighty Digressions Show
Notes:

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

Saddle of the Cavalier uncommon DDHC-CM Book of the Raven DDHC-CM Book of the Raven Show
Notes:

Wondrous item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

Ring of Jumping uncommon DDHC-CM Book of the Raven DDHC-CM Book of the Raven Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Ring of Swimming uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
Notes:

Ring, uncommon
You have a Swim Speed of 40 feet while wearing this ring.

Goggles of Night uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
Notes:

Wondrous item, uncommon

While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

Bag of Holding uncommon DDHC-CM Shemshime's Bedtime Rhyme DDHC-CM Shemshime's Bedtime Rhyme Show
Notes:

Wondrous item, uncommon
5 lb.
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.

Ring of the Ram rare DDHC-CM Shemshime's Bedtime Rhyme DDHC-CM Shemshime's Bedtime Rhyme Show
Notes:

Ring, rare (requires attunement)
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

+1 Amulet of the Devout uncommon Level 5 Magic Item DDHC-CM Shemshime's Bedtime Rhyme Show
Notes:

Wondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Radiance common DDHC-CM The Price of Beauty Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)
1 lb.
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.

Serpent Scale Armor uncommon DDHC-CM Book of Cylinders DDHC-CM Book of Cylinders Show
Notes:

Medium armor (scale mail), uncommon
45 lb.

AC 14 + Dex
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.