Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Ring of mind shielding uncommon DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Ring of Jumping uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-03 Reach for the Stars Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Ring of evasion rare DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Notes:

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Ring of Animal Influence rare DDHC-KftGV-07 Masterpiece Imbroglio DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

Ring, rare

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

Rapier of Wounding rare DDHC-KftGV-04 Prisoner 13(For the Golden Vault) DDHC-KftGV-04 Prisoner 13 Show
Notes:

Weapon (any sword), rare (requires attunement)

Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Planecallers codex rare DDHC-KftGV-08 Vidorant's Vault(golden vault reward) DDHC-KftGV-08 Vidorant's Vault Show
Notes:

Wondrous item, rare (requires attunement by a wizard)

The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: Banishment, Find Familiar, Gate, Magic Circle, Planar Binding, and Summon Elemental. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.

Pipe of smoke Monster common FR-DC-AMAK01 You better watch out FR-DC-AMAK01 You better watch out Show
Notes:

Wondrous Item, common

While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Necklace of Prayer Beads rare DDHC-KftGV-07 Masterpiece Imbroglio DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)

(3 Windwalk, 2 Greater Restoration, 1 Curing)

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 GM 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.

Necklace of Fireballs (5 Fireballs) rare DDHC-KftGV-09 Heart of Ashes DDHC-KftGV-09 Heart of Ashes Show
Necklace of Fire Balls rare DDHC-KftGV-07 Masterpiece Imbroglio DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

Wondrous item, rare

This necklace has (9) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Necklace of Fireballs rare DDHC-KftGV Heart of Ashes Trade Log Show
Notes:

Wondrous item, rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Mystery Key common FR-DC-TiS Trapped in Sanity FR-DC-TiS Trapped in Sanity Show
Notes:

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Musket +1 uncommon AL level 5 magic Items Re-work for 2024 Show
Mithral Armor(Chainmail) uncommon DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Lantern of Revealing uncommon DDHC-KftGV-07 Masterpiece Imbroglio DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

Wondrous item, uncommon

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.

Gloves of Thievery uncommon DDAL09-03 Hungry Shadows Service Rewards Show
Notes:

Source: Dungeon Master's Guide

Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Gloves of Thievery uncommon DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Notes:

Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

flametongue(longsword) uncommon DDHC-KftGV-09 Heart of Ashes DDHC-KftGV-09 Heart of Ashes Show
Driftglobe uncommon DDHC-KftGV-05 Tockworths Clockwork DDHC-KftGV-05 Tockworths Clockwork Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Dragon Scale Mail(red) very_rare DDHC-KftGV-09 Heart of Ashes DDHC-KftGV-09 Heart of Ashes Show