Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Longbow +2 rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Manual of Quickness of Action very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Wondrous Item, Very Rare

This book contains coordination and balance exercises, 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 Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

Mind Crystal (Heightened) rare FR-DC-BG The Flying Flame FR-DC-BG The Flying Flame Show
Notes:

Wondrous Item, Rare

These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.

Mystery Key common FR-DC-MBM-01 Back To The Big Guy FR-DC-MBM-01 Back To The Big Guy Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common

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.

Mystery Key common Fr-DC-BTW-04 Fathers Decision Fr-DC-BTW-04 Fathers Decision Show
Notes:

Wondrous Item, Common

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.

Orb of Direction common FR-DC-BTW 02 Fathers Curse FR-DC-BTW 02 Fathers Curse Show
Notes:

Wondrous Item, Common

This orb can be used as an Arcane Focus.

While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.

Periapt of Wound Closure uncommon FR-DC-MBM-02 Back To Blighty FR-DC-MBM-02 Back To Blighty Show
Notes:

Wondrous item, uncommon (requires attunement)

1 lb.

While wearing this pendant, you gain the following benefits:

Life Preservation

Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost

Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Minor Property: Beacon

You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.

History: A Halfling's Blessing

In an hour of need, the Halfling girl Wiprys Stonebead helped you by giving up her most precious possession: her family's heirloom and a symbol of their faith to the goddess Sheela Peryroyl
.

Periapt of Wound Closure uncommon FR-DC-BTW 02 Fathers Curse FR-DC-BTW 02 Fathers Curse Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Ring of Acid Resistance common DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Ring of Acid Resistance
Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.

Ring of Evasion rare DDHC-KftGV-08 Vidorants Vault DDHC-KftGV-08 Vidorants 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 Shooting Stars very_rare DDHC-CM-09 Lore of Lurue Trade Log Show
Notes:

Ring, very rare (requires attunement outdoors at night)

While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12

Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Ring of Spell-storing rare TftYP: White Plume Mountain Trade Log Show
Notes:

Ring, rare (requires attunement)
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.

Ring of Swimming uncommon PO-BK-3-01 A Pirates Life for Me PO-BK-3-01 A Pirates Life for Me Show
Notes:

You have a swimming speed of 40 feet while wearing this ring.

Rod of the Pact Keeper uncommon Level 5 magic item Level 5 Show
Notes:

Source: Dungeon Master's Guide

Rod, Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires Attunement by a Warlock)

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.

Rod of the Pact Keeper+2(Guardian) rare FR-DC-TiS Trapped in Sanity Trade Log Show
Notes:

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.

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.

Minor Property: Guardian +2 on Initiative

Skyfist (Dwarven Thrower) very_rare ddep4 reclamation of phlan ddep4 reclamation of phlan Show
Notes:

Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.

The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon.

Staff of Moon Dance (Staff of Striking with Beacon Property) very_rare SJ-DC-PANDORA-JWEI-01 The Pandora Box SJ-DC-PANDORA-JWEI-01 The Pandora Box Show
Notes:

Staff, very rare (requires attunement)

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.

The tip of the staff curves in an arc resembling that of a crescent moon. In times of darkness, its wielder can use a bonus action to cause a mini full moon to appear within the crescent which shed bright light in a 10-foot-radius and dim light for an additional 10-foot-radius, or to extinguish the light.

Upon a successful hit and expending at least 1 of its charges, the crescent glows radiantly before an illumination of moonlight bursts forth.

When dancing a ritual dedicated to Selune with this staff, whether it be attuned or not to the wielder, a piece of their memory begins playing out in the mind of the viewers, but this function does not provide any mechanical benefit as it is only for story and flavor purposes.

Staff of the Python uncommon FR-DC-BTW 01 Fathers Conscience FR-DC-BTW 01 Fathers Conscience Show
Notes:

Staff, Uncommon (Requires Attunement)

As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours.

On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself.

As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.

Staff of Withering rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Tome of Leadership &Influence very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix 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 increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.