Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wand of the War Mage, +2 rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Wand of the War Mage, +2
Wand, rare (requires attunement by a spellcaster)

While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Weight: 1

Wand of the War Mage, +1 uncommon Character Creation at Lvl5 Character Creation Show
Notes:

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

Stone of Good Luck uncommon DDHC-TYP-4 - White Plume Mountain Show
Notes:

Stone of Good Luck
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 Flowers common CCC-UNITE-007 Show
Notes:

Staff of Flowers
Staff, common

The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though.

Common Magic Item in Xanathar’s Guide to Everything.

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.

Spell Scroll Fear uncommon DDHC-TYP-4 - White Plume Mountain Show
Spell Scroll Dispel Magic uncommon DDHC-TYP-4 - White Plume Mountain Show
Spell Scroll Conjure minor Elementals rare DDHC-TYP-4 - White Plume Mountain Show
Spellbook common DDHC-KftGV-09 Shard of the Accursed Show
Notes:

alarm, arcane lock, detect thoughts, dimension door, and glyph of warding.
greater invisibility, cone of cold, counterspell, fly, ice storm, magic armor, magic missile, shield, detect magic, misty step, suggestion, fireball.

Shield +1 uncommon DDHC-KftGV-09 Heart of Ashes Show
Notes:

Shield +1
Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Shard of Xeluan (Trinket) common DDHC-KftGV-09 Shard of the Accursed Show
Notes:

Shard of Xeluan
Wondrous Item, Rare (Requires Attunement)

This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.

Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls.

Enhanced Strength. Your strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22.

Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan's petrified heart.

The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.
Shard Misfortunes
d6
Misfortune
1 You accidentally cut yourself with the shard and are poisoned until the next dawn.
2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn.
3 For a few seconds, the ground shakes under you. You and each creature within 10 feet if you must succeed on a DC 16 Dexterity saving throw or be knocked prone.
4 The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4+1) frce damage to the target.
5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.
6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.

Scroll of Protection (Fiends) rare DDHC-TYP-4 - White Plume Mountain Show
Ring of Spell Storing rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Ring Of Spell Storing
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 Protection rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Ring Of Protection
Ring, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Potion of Mind Reading rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Potion of Mind Reading
Potion, rare

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Weight: 0.5

Potion of (Greater) Healing rare DDHC-TYP-4 - White Plume Mountain Show
Potion of Flying very_rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Potion of Flying
Potion, very rare

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Weight: 0.5

Oil of Sharpness very_rare DDHC-KftGV-09 Heart of Ashes Show
Notes:

Oil of Sharpness
Potion, very rare

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Necklace of Fireballs (9/9) rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Necklace of Fireballs
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.

Weight: 1

Necklace of Fireballs (7/7) rare DDHC-KftGV-09 Heart of Ashes Show
Notes:

Necklace of Fireballs (7/7)
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.

Necklace of Fireballs (4/4) common DDHC-TYP-4 - White Plume Mountain Show
Notes:

Necklace of Fireballs
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.

Weight: 1