Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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

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.

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.

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.

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.

All Purpose Tool, +1 uncommon DDHC-Planescape Adventures in the Multiverse DDHC-Planescape Adventures in the Multiverse Show
Lantern of Revealing uncommon DDHC-PAM Turn of Fortune's Wheel CH 7 Excelsior: Lost Souls DDHC-PAM Turn of Fortune's Wheel CH 7 Excelsior: Lost Souls Show
Notes:

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

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

--

Cost

--

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.

Periapt of Wound Closure 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, uncommon (requires attunement)
Weight

--

Cost

--

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Saddle of the Cavalier uncommon Trade Log Show
Ring of Puzzler's Wit uncommon Trade Log Show
Goggles of Night uncommon Trade Log Show
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.

Dimensional Shackles rare Planescpae - Turn of Fortune's Wheel Ch 3 Planescpae - Turn of Fortune's Wheel Ch 3 Session 1 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
Ring of Protection rare Planescpae - Turn of Fortune's Wheel Ch 3 Planescpae - Turn of Fortune's Wheel Ch 3 Session 1 Show
Crown of the Wrath Bringer rare Artificer: Magic Item Adapt Purchase Log Show
Notes:

Wondrous Item, rare (requires attunement)
This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer’s fury to strike opponents with vicious terror.

When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled.

Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.

Periapt of Proof Against Poison rare Trade Log Show
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

Unlocked Magic Items