Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
All Purpose Tool, +1
uncommon
DDHC-Planescape Adventures in the Multiverse
DDHC-Planescape Adventures in the Multiverse
Show
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
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
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.
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
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
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.
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.
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.
Iron Flask
legendary
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:
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.
Roll Table to VTT
d100 Contents d100 Contents
1-50 Empty 77-78 Elemental (any)
51 Arcanaloth 79 Githyanki knight
52 Cambion 80 Githzerai zerth
53-54 Dao 81-82 Invisible Stalker
55-57 Demon (type 1) 83-84 Marid
58-60 Demon (type 2) 85-86 Mezzoloth
61-62 Demon (type 3) 87-88 Night hag
63-64 Demon (type 4) 89-90 Nycaloth
65 Demon (type 5) 91 Planetar
66 Demon (type 6) 92-93 Salamander
67 Deva 94-95 Slaad (any)
68-69 Devil (greater) 96 Solar
70-72 Devil (lesser) 97-98 Succubus/incubus
73-74 Djinni 99 Ultroloth
75-76 Efreeti 00 Xorn
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
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.
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.
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
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
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.
Hammer of Thunderbolts
legendary
DDHC-PAM Planesape - Turn of the Fortune's Wheel Ch 14 - Behind the Wheel
DDHC-PAM Planesape - Turn of the Fortune's Wheel Ch 14 - Behind the Wheel
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
All Purpose Tool, +1 | uncommon | DDHC-Planescape Adventures in the Multiverse | DDHC-Planescape Adventures in the Multiverse | Show | ||
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 | ||
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 |
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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. |
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Cape of the Mountebank, Minor Property Temperate | rare | PS-DC-TT-201 | PS-DC-TT-201 | Show | ||
Notes:
Wondrous Item, rare 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 |
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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) |
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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. |
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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. |
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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. |
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Iron Flask | legendary | 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:
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. Roll Table to VTT |
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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) |
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Gleam Claymore (Greatsword +2) Minor Property: Beacon | rare | PS-DC-TT-202 | PS-DC-TT-202 | Show | ||
Notes:
Minor Property: Beacon |
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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. |
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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 | ||
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 | ||
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) -- 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. |
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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) -- 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. |
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Hammer of Thunderbolts | legendary | DDHC-PAM Planesape - Turn of the Fortune's Wheel Ch 14 - Behind the Wheel | DDHC-PAM Planesape - Turn of the Fortune's Wheel Ch 14 - Behind the Wheel | Show | ||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. |