Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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 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 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.

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.

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.

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.

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.

Slippers of Spider Climb uncommon DDHC-KftGV-04 Prisoner 13 DDHC-KftGV-04 Prisoner 13 Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Slippers of Spider climb uncommon DDHC-KftGV-02 The Stygian Gambit DDHC-KftGV-02 The Stygian Gambit Show
Notes:

Source: Dungeon Master's Guide

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down , and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Silver Horn of Valhalla rare DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

Wondrous item, rare

You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Silvered +3 greatsword rare DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Shortsword +1 common DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Serpent Scale Armor common DDHC-CM Book of Cylinders Trade Log Show
Notes:

Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Sending Stones uncommon DDHC-KftGV-07 Masterpiece Imbroglio DDHC-KftGV-07 Masterpiece Imbroglio Show
Notes:

Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

scale mail +1 common DDHC-KftGV-08 Vidorant's Vault DDHC-KftGV-08 Vidorant's Vault Show
Ruby of the War Mage common DDAL10-09 Service Reward Show
Notes:

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Rogue's Mantle rare Season 13 Service Reward Service Rewards Show
Notes:

Source: The Book of Many Things

Wondrous Item, rare (requires attunement)

This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:

Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.

Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.

Rod of the Pact keeper +2 rare DDHC-KftGV-11 Affair on the Concordant Express DDHC-KftGV-11 Affair on the Concordant Express Show
Notes:

Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Robe of Useful Items uncommon CCC-Tarot-01 Awakening of Fates Trade Log Show
Notes:

Ordine Sage’s Robes

(Robe of Useful Items)

Wondrous Item, uncommon

This Robe of Useful Items has silk patches of various

shapes covering it. While wearing the robe, you can

use an action to detach one of the patches, causing it

to become the object or creature it represents. Once

the last patch is removed, the robe becomes an

ordinary garment. It has patches for the following:

• a dagger

• steel mirror

• 10 ft. pole

• 50 ft. hempen rope

• a riding horse (mechanical in nature, otherwise the

same)

• 4 potions of healing

• a 1st level spell scroll (Detect Magic)

• a bag of 100 gp

This robe has gold detailing, and all of its

patterns look very orderly. The robe itself gives its

wearer a sense of assuredness, as if there is a purpose

to every action taken and seen. This item can be

found in the Dungeon Master’s Guide.