Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Manual of Quickness and Action
very_rare
CCC-BMG-37 HULB 3-1 Weakness of Rock
CCC-BMG-37 HULB 3-1 Weakness of Rock
Show
Amulet of the Devout, +3
very_rare
BMG-DRW-OD-06-We Almost Had It All
BMG-DRW-OD-06-We Almost Had It All
Show
Notes:
Wondrous Item, Very Rare(requires attunement by a cleric or paladin)
This amulet bears a single lapis lazuli star and is inlaid with turquoise and jade. While you wear the holy symbol, you gain a +3 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.
Wakened Dragon-Touched Focus (Chromatic)
very_rare
BMG-DRW-OD-09 - Sschindylryn, the City of Portals
BMG-DRW-OD-09 - Sschindylryn, the City of Portals
Show
Marilla's Constellation (Helm of Brilliance)
very_rare
WBW-DC-LEGIT-SV-06 The Calamity Jar
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement) This "helm" is a really a projection of light cast by a group of incoporeal fireflies. Fireflies serve instead of gems, vanishing forever once they've done their duty. This dazzling helm is set with 8 diamonds, 12 rubies, 18 fire opals, and 30 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 it: You can use an action to 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. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. Helm of Brilliance, cont'd (curse you, character limits!) As long as the helm has at least one fire opal, you can use an action and speak a command word 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 use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 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. Each creature within 60 feet of the helm other than 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. The helm and its gems are then destroyed.
Carpet of Flying, Minor Property Key
very_rare
SJ-DC-OLD-ONE Broken Pact
SJ-DC-OLD-ONE Broken Pact
Show
Notes:
Wondrous Item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds.
Notes: Set: Speed (Flying), Movement, Utility, Exploration
Minor Property Key:
The Item is used to unlock the third stone tablet which has been hidden in an extramensional space. To obtain the tablet, one must fly close to the Eye of Doom.
Merrick's personal carpet. It weaves blue and dark-purple strings in a pattern resmebling the Eye of Doom. When it takes off, it glimmers with astral light.
Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye.
Amdraig
very_rare
BMG-MOON-MD-09 - The Prince's Fairy Godmother
BMG-MOON-MD-09 - The Prince's Fairy Godmother
Show
Notes:
weapon (longsword), very rare (requires attunement by a good-aligned creature), martial weapon, melee weapon,
Value/Weight: 3 lb.
Details: 1d8 slashing - versatile (1d10)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify.
You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.
Sentience.
Amdraig is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.
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.
Amdraig was a druid from Grampalt Mountains and one of the Nine Blades of the First High King, Cymrych Hugh. When she was alive, she always does her best to prepare for any situation that may occur during battle and make sure that she’s ready to support her allies. Amdraig was obsessed in learning the secret of wild shaping into a dragon. She was tricked by Urphania and was forced to fight an ancient red dragon by herself. Setup to lose and before she died, Amdraig transferred her spirit to the nearest object she could find, a longsword.
Anstruth Harp
very_rare
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
Show
Notes:
Wondrous item, very 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. 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: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns. 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.
Tome of Understanding
very_rare
DDAL05-19 The Eye of Xxiphu
DDAL05-19 The Eye of Xxiphu
Show
Notes:
wonderous item, very rare
The tome’s cover pictures a tentacular creature, and the pages are illustrated with scenes from the Far Realm. A creature that possesses it is convinced that they are always being watched.
Ring of Regeneration
very_rare
SJ-DC-TTUC-06
Trade Log
Show
Notes:
Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Notes: Regain 1d6 Hit Points Every 10 Minutes, Regrow Lost Body Parts, Healing, Jewelry
Silvered Greatsword +3
very_rare
DDHC-KGV-11 - Affair on the Concordant Express
Trade Log
Show
Notes:
Very Rare
Weapon (greatsword), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Manual of Bodily Health
very_rare
DDAL DM Service Rewards 12c
Trade Log
Show
Notes:
Very Rare
Wondrous item, very rare 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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Sapphire Buckler
very_rare
DDAL-DRW19 Fall the Cold Night
DDAL-DRW19 Fall the Cold Night
Show
Notes:
shield (shield), very rare (requires attunement), ,
Value/Weight: 6 lb.
Details: AC +2
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
BALAGOS’ BELT (+3 DRAGONHIDE BELT, Harmonious)
very_rare
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In
addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. This item is found in Fizban’s Treasury
of Dragons.
Harmonious. Attuning to this item takes only 1 minute.
This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing.
Spellguard Shield
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
Source: Dungeon Master's Guide
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Tome of Leadership and Influence
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
Source: Dungeon Master's Guide
Wondrous item, very rare
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Spear of Backbiting
very_rare
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Trade Log
Show
Notes:
Weapon (spear or javelin), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Githyanki Silvered Greatsword, +3
very_rare
DDHC-KGV-11 - Affair on the Concordant Express
Trade Log
Show
Sanctum Amulet
very_rare
BMG Trading Post
Trade Log
Show
Ring of Regeneration
very_rare
Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion
Trade Log
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Manual of Quickness and Action | very_rare | CCC-BMG-37 HULB 3-1 Weakness of Rock | CCC-BMG-37 HULB 3-1 Weakness of Rock | Show | ||
Amulet of the Devout, +3 | very_rare | BMG-DRW-OD-06-We Almost Had It All | BMG-DRW-OD-06-We Almost Had It All | Show | ||
Notes:
Wondrous Item, Very Rare(requires attunement by a cleric or paladin) This amulet bears a single lapis lazuli star and is inlaid with turquoise and jade. While you wear the holy symbol, you gain a +3 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. |
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Wakened Dragon-Touched Focus (Chromatic) | very_rare | BMG-DRW-OD-09 - Sschindylryn, the City of Portals | BMG-DRW-OD-09 - Sschindylryn, the City of Portals | Show | ||
Marilla's Constellation (Helm of Brilliance) | very_rare | WBW-DC-LEGIT-SV-06 The Calamity Jar | Trade Log | Show | ||
Notes:
Wondrous item, very rare (requires attunement) This "helm" is a really a projection of light cast by a group of incoporeal fireflies. Fireflies serve instead of gems, vanishing forever once they've done their duty. This dazzling helm is set with 8 diamonds, 12 rubies, 18 fire opals, and 30 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 it: You can use an action to 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. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. Helm of Brilliance, cont'd (curse you, character limits!) As long as the helm has at least one fire opal, you can use an action and speak a command word 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 use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 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. Each creature within 60 feet of the helm other than 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. The helm and its gems are then destroyed. |
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Carpet of Flying, Minor Property Key | very_rare | SJ-DC-OLD-ONE Broken Pact | SJ-DC-OLD-ONE Broken Pact | Show | ||
Notes:
Wondrous Item, very rare This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds. Notes: Set: Speed (Flying), Movement, Utility, Exploration Minor Property Key: Merrick's personal carpet. It weaves blue and dark-purple strings in a pattern resmebling the Eye of Doom. When it takes off, it glimmers with astral light. |
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Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye. |
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Amdraig | very_rare | BMG-MOON-MD-09 - The Prince's Fairy Godmother | BMG-MOON-MD-09 - The Prince's Fairy Godmother | Show | ||
Notes:
weapon (longsword), very rare (requires attunement by a good-aligned creature), martial weapon, melee weapon, Value/Weight: 3 lb. Details: 1d8 slashing - versatile (1d10) You have a +2 bonus to attack and damage rolls made with this magic weapon. Revivify. Sentience. Versatile. Amdraig was a druid from Grampalt Mountains and one of the Nine Blades of the First High King, Cymrych Hugh. When she was alive, she always does her best to prepare for any situation that may occur during battle and make sure that she’s ready to support her allies. Amdraig was obsessed in learning the secret of wild shaping into a dragon. She was tricked by Urphania and was forced to fight an ancient red dragon by herself. Setup to lose and before she died, Amdraig transferred her spirit to the nearest object she could find, a longsword. |
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Anstruth Harp | very_rare | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | Show | ||
Notes:
Wondrous item, very 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. 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: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns. 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. |
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Tome of Understanding | very_rare | DDAL05-19 The Eye of Xxiphu | DDAL05-19 The Eye of Xxiphu | Show | ||
Notes:
wonderous item, very rare The tome’s cover pictures a tentacular creature, and the pages are illustrated with scenes from the Far Realm. A creature that possesses it is convinced that they are always being watched. |
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Ring of Regeneration | very_rare | SJ-DC-TTUC-06 | Trade Log | Show | ||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Notes: Regain 1d6 Hit Points Every 10 Minutes, Regrow Lost Body Parts, Healing, Jewelry |
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Silvered Greatsword +3 | very_rare | DDHC-KGV-11 - Affair on the Concordant Express | Trade Log | Show | ||
Notes:
Very Rare |
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Manual of Bodily Health | very_rare | DDAL DM Service Rewards 12c | Trade Log | Show | ||
Notes:
Very Rare |
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Sapphire Buckler | very_rare | DDAL-DRW19 Fall the Cold Night | DDAL-DRW19 Fall the Cold Night | Show | ||
Notes:
shield (shield), very rare (requires attunement), , Value/Weight: 6 lb. Details: AC +2 This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. |
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BALAGOS’ BELT (+3 DRAGONHIDE BELT, Harmonious) | very_rare | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Monk) |
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Spellguard Shield | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
Notes:
Source: Dungeon Master's Guide Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |
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Tome of Leadership and Influence | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
Notes:
Source: Dungeon Master's Guide Wondrous item, very rare This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Spear of Backbiting | very_rare | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Trade Log | Show | ||
Notes:
Weapon (spear or javelin), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. |
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Githyanki Silvered Greatsword, +3 | very_rare | DDHC-KGV-11 - Affair on the Concordant Express | Trade Log | Show | ||
Sanctum Amulet | very_rare | BMG Trading Post | Trade Log | Show | ||
Ring of Regeneration | very_rare | Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion | Trade Log | Show |