Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+1 Leather Armor rare DDHC-TYP Tales from the Yawning Portal Dead in Thay Show
Notes:

Made of Shark Skin

+1 moon sickle uncommon Renown Show
+1 Plate rare DDHC-TYP Tales from the Yawning Portal Dead in Thay Show
+1 Trident uncommon DDHC-TYP Tales from the Yawning Portal Dead in Thay Show
Amulet of health rare DDAL08-10 The Skull Square Murders Trade Log Show
Notes:

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This item is found on Magic Item Table G in the Dungeon Master’s Guide. An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Armor of Vulnerability (Slashing) rare DDEP06-02 Return to White Plume Show
Notes:

Heavy armor (plate armor), rare (requires attunement) Major tier 65 lb. AC 18 While wearing this armor, you have resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.

Boots of Striding and Springing uncommon DDEP06-02 Return to White Plume Show
Notes:

Wondrous item, uncommon (requires attunement) Major tier While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Bronze Griffon Figurine of Wondrous Powe rare DDHC-TOA-9 Ruins of Matolo Show
Notes:

Wondrous item, rare
Major tier
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.

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.

Dagger of Venom rare DDHC-TYP Tales from the Yawning Portal Dead in Thay Show
Notes:

Weapon (dagger), rare
Major tier
Simple weapon, melee weapon
1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Dagger of Venom rare DDAL05-17 Hartkiller’s Horn Show
Notes:

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

Eratz eye common DDIA-XGE Underworld Speculation Show
Notes:

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

Ghost Step Tattoo very_rare Trade Log Show
Notes:

Wondrous item (tattoo), very rare (requires attunement)
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can't be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

Goggles of Night uncommon DDEP06-02 Return to White Plume Show
Notes:

Wondrous item, uncommon Minor tier While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Insignia of Claws uncommon Trade Log Show
Notes:

Wondrous item, uncommon
The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

manual of iron golem very_rare DDAL00-06 Lost Laboratory of Kwalish Show
Notes:

This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Necklace of Prayer Beads (1 bless, 1 curing, 3 favor, 1 summons) rare DDEP06-02 Return to White Plume Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin) Major tier 1 lb. This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. d20 Bead of... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk

Nettle rare Trade Log Show
Notes:

Weapon (hand crossbow), rare (requires attunement by a creature of non‐lawful alignment) You have a +2 bonus to attack and damage rolls made with this magic weapon. This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. A description of this item can be found in the Dungeon Master’s Guide. Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling. Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently.

Pot of Awakening common DDIA-XGE Underworld Speculation Show
Notes:

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

Ring of Protection rare DDEP06-02 Return to White Plume Show
Notes:

Ring, rare (requires attunement) Major tier You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing rare DDEP06-02 Return to White Plume Show
Notes:

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Unlocked Magic Items