Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Staff of Charming rare DDEX2-2 Embers of Elmwood Trade Log Show
Notes:

Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Stone of good luck uncommon DDHC-KftGV-05 Tockworths Clockwork DDHC-KftGV-05 Tockworths Clockwork Show
Notes:

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Vicious Musket rare DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

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

Wondrous item, rare (requires attunement)

This ring has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The ring regains 1d3 expended charges daily at dawn.

Only Vidorant can attune to this ring.

Wand of Binding rare DDHC-KftGV-04 Prisoner 13 DDHC-KftGV-04 Prisoner 13 Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

Wand of magic Missile uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-03 Reach for the Stars Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of magic missiles uncommon DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Wonder rare FR-DC-AMAK01 You better watch out FR-DC-AMAK01 You better watch out Show
Notes:

Wand, rare (requires attunement)

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.