Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+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.

+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.

Alchemy Jug uncommon DDHC-CM Zikran's Zephyrean Tome Show
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.

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.

Blessing of Understanding unique DDHC-KftGV Fire and Darkness Show
Notes:

Blessing

Your Wisdom score increases by 2, up to a maximum of 22.

Boots of the Winterlands rare DDHC-CM Zikran's Zephyrean Tome Show
Brazier of Commanding Fire Elementals rare DDHC-KftGV Fire and Darkness Show
Notes:

Wondrous item, rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.

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.

Censer of Controlling Air Elementals rare DDHC-CM Zikran's Zephyrean Tome Show
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.

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.

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.

Elemental Essence Shard (Water) rare SJ-DC-KEEP Kandlekeep Rekonstruktion SJ-DC-KEEP Kandlekeep Rekonstruktion Show
Notes:

Wondrous item, rare (requires attunement by a sorcerer)

1 lb.
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:

Property. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.

Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.

Figurine of Wondrous Power, Bronze Griffon rare DDHC-KftGV Fire and Darkness Show
Notes:

Wondrous item, rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

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.

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.

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.

Hat of Wizardry common SJ-DC-KEEP Kandlekeep Rekonstruktion SJ-DC-KEEP Kandlekeep Rekonstruktion Show
Notes:

Wondrous item, common (requires attunement by a wizard)
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.

Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.