Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Helm of Comprehending Languages uncommon D&D Adventurers League Service Awards 2025v2 D&D Adventurers League Service Awards 2025v2 Show
Notes:

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

Horseshoes of Speed rare DDHC-WDH Waterdeep: Dragon Heist Chapter 3: Fireballs DDHC-WDH Waterdeep: Dragon Heist Ch. 2: Faction Missions & Chapter 3: Fireballs Show
Notes:

Wondrous item, rare
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.

While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.

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

Knave's Eye Patch rare DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall Show
Notes:

Wondrous item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:

You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow 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 CCC-QCC2017 Delusions of Grandeur D&D Adventurers League Service Awards 2025v2 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.

Mindguard Crown very_rare DDHC-PaBTSO D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous item, very rare (requires attunement)

While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Mithral Chain Mail common 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.

Mithral Half Plate uncommon KftGV - Affair on the Concordant Express KftGV - Affair on the Concordant Express Show
Notes:

Medium armor, uncommon
40 lb.

AC 15 + Dex (max 2)
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.

Necklace of Fireballs rare Keys from the Golden Vault - Heart of Ashes Keys from the Golden Vault - Heart of Ashes #2 Show
Notes:

Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Portable Hole rare DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall Show
Notes:

Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.

Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, 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 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Portfolio des Piktomanten (Arcane Grimoire +3) common FR-DC-CHROMA-01 Tortured Artist 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
• 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

Ring of Evasion rare Traded Trade Log Show
Notes:

Ring, Rare (Requires Attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.

Ring of Evasion rare KftGV - Vidorants Vault KftGV - Vidorants Vault Show
Notes:

Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.

Ring of Jumping uncommon KftGV - Reach for the Stars KftGV - Reach for the Stars Show
Notes:

Ring, uncommon (requires attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

Ring of Telekinesis very_rare DDHC-KftGV-13 Fire and Darkness Service Rewards 50th Anniversary 1.2 Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Ring of Truth Telling uncommon DDHC-WDH Waterdeep: Dragon Heist Ch. 7: Maestro's Fall DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall Show
Notes:

Ring, uncommon (requires attunement)
While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

Ring of Warmth uncommon DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season DDHC-WDH Waterdeep: Dragon Heist Ch. 4: Dragon Season + Ch. 7: Maestro's Fall Show
Notes:

Ring, uncommon (requires attunement)
If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.

In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.

Rod of the Pact Keeper +2 rare KftGV - Affair on the Concordant Express KftGV - Affair on the Concordant Express Show
Notes:

Rod, rare (requires attunement by a warlock)
2 lb.
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.

In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.

Scale Mail +1 rare KftGV - Vidorants Vault KftGV - Vidorants Vault Show
Notes:

Medium armor, rare
45 lb.

AC 14 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.

The wearer has Disadvantage on Dexterity (Stealth) checks.