Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Rope of Entanglement rare DDHC-PAM Turn of Fortune's Wheel CH 8 DDHC-PAM Turn of Fortune's Wheel CH 8 Show
Notes:

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Ring of Animal Influence rare DDHC-PAM Turn of Fortune's Wheel CH 8 DDHC-PAM Turn of Fortune's Wheel CH 8 Show
Notes:

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals

Figurine of Wondrous Power (Serpentine Owl) rare DDHC-PAM Turn of Fortune's Wheel CH 8 DDHC-PAM Turn of Fortune's Wheel CH 8 Show
Notes:

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.

Serpentine Owl. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

Cloak of protection uncommon DDHC-PAM Turn of Fortune's Wheel Chapter 10 – Rigus: Eternity’s Rampart DDHC-PAM Turn of Fortune's Wheel Chapter 10 – Rigus: Eternity’s Rampart Show
Gem of Brightness uncommon DDHC-PAM Turn of Fortune's Wheel Chapter 11 - Sylvania: Titan on the Town CHP 12 Outlands Explorations (Spireball) DDHC-PAM Turn of Fortune's Wheel Chapter 11 - Sylvania: Titan on the Town CHP 12 Outlands Explorations (Spireball) Show
Notes:

Wondrous item, rare (requires attunement)
Weight

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Cost

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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.

Ioun Stone (Mastery) legendary DDHC-PAM- Turn of Fortune's Wheel Chapter 12 Echoes of Delusion Session 2 DDHC-PAM- Turn of Fortune's Wheel Chapter 12 Echoes of Delusion Session 2 Show
Tailsman of Sphere legendary DDHC-PAM Turn of Fortune's Wheel Chapter 9 Glorium DDHC-PAM Turn of Fortune's Wheel Chapter 9 Glorium Show
Horn of Valhalla (Silver) rare DDHC-PAM Turn of Fortune's Wheel Chapter 9 Glorium DDHC-PAM Turn of Fortune's Wheel Chapter 9 Glorium Show
All Purpose Tool, +1 uncommon DDHC-Planescape Adventures in the Multiverse DDHC-Planescape Adventures in the Multiverse Show
Necklace of Prayer Beads rare Planescape - Turn of Fortune's Wheel Ch 4 Planescape - Turn of Fortune's Wheel Ch 4 Show
Notes:

4 beads: blessing, curing, favor, and wind walking

Ring of Protection rare Planescpae - Turn of Fortune's Wheel Ch 3 Planescpae - Turn of Fortune's Wheel Ch 3 Session 1 Show
Dimensional Shackles rare Planescpae - Turn of Fortune's Wheel Ch 3 Planescpae - Turn of Fortune's Wheel Ch 3 Session 1 Show
Staff of Adornment common PS-DC-PKL-10 Behind Blue Eyes PS-DC-PKL-10 Behind Blue Eyes Show
Notes:

Staff, weapon, common

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

This staff is embossed with numerous amounts of eyes that seem to shift in the direction of whomever is looking at it. It has the minor language property allowing the owner to understand deep speech.

Damage: 1d6 (1d8)
Damage Type: Bludgeoning
Properties: Versatile
Weight: 4

Figurine of Wondrous Power (Bronze Griffon) common PS-DC-PKL-10 Behind Blue Eyes PS-DC-PKL-10 Behind Blue Eyes Show
Notes:

Wondrous item, 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.

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.

The figurine is embossed with numerous amounts of eyes that seem to shift in the direction of whomever is looking at it. It has the minor language property allowing the owner to understand deep speech.

Rose Crown (Helm of Brilliance) very_rare PS-DC-Rose War of the Roses PS-DC-Rose War of the Roses, Tier 4 Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing the helm.

Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.

Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon.

Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.

Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.

This iron helm has 7 diamonds, 7 rubies, 21 fire opals, and 22 opals, each of which has been magically cut to look like a rose petal. It can be attuned to in 1 minute.

Dread Helm common PS-DC-Rose War of the Roses PS-DC-Rose War of the Roses, Tier 4 Show
Notes:

Wondrous Item, Common

This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it. This item is found in the Dungeon Master's Guide.

This helm is forged from remnants of an iron cube of Acheron and always feels cool. While wearing the helm, you can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.

Cape of the Mountebank, Minor Property Temperate rare PS-DC-TT-201 PS-DC-TT-201 Show
Notes:

Wondrous Item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Notes: Teleportation, Exploration, Outerwear

Clockwork Amulet, Minor Property Compass common PS-DC-TT-201 PS-DC-TT-201 Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Froghemoth Hide (Armor of gleaming, breastplate) Minor property: Strange Material common PS-DC-TT-202 PS-DC-TT-202 Show
Notes:

Minor property: Strange Material. Made with Froghemoth hide.
This rubbery breastplate is found in the Dump of Crust by Dolores the green hag and gifted as a token of appreciation for clearing her yard of a trespassing flind. The armor naturally repels any dirt comes in contact, as if murky swamp water never stays on a Froghemoth.

Gleam Claymore (Greatsword +2) Minor Property: Beacon rare PS-DC-TT-202 PS-DC-TT-202 Show
Notes:

Minor Property: Beacon
The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Tudhog would give you a sunblade but who would dump a sunblade? This next best thing gives light in blue, green, or purple, never red.

Unlocked Magic Items