Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Staff of Charming (A) rare G DDEX2-2 Embers of Elmwood Show
Notes:

Staff, rare (requires attunement)
This staff is fashioned from a piece of pale, white wood, capped with a falcon made of silver.

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.4

Amulet of Health (A) rare G DDAL08-10 - The Skull Square Murders Show
Notes:

Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Wand of Fireballs rare G CCC-WYC-01-03 The Dawn Heresy Show
Notes:

Wondrous item, rare (requires attunement by a spellcaster)

This wand is made of pure gold and is adorned with a large ruby on top. It is inlaid with beautiful script from Aumunator’s holy works written in Netherese. While attuned to this wand, you can read Netherese and feel as though Aumunator himself is watching over you, almost judgmentally.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast fireball (save DC 15) from it. For 1 charge, you cast the 3rd-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 each day at noon. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Boots of Striding and Springing uncommon F DDHC-TYP-White Plume Mountain Show
Notes:

Requires Attunement

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow.

Chain mail +1 rare G DDHC-TYP-White Plume Mountain Show
Notes:

You have a +1 bonus to AC while wearing this armor.

Goggles of Night uncommon B DDHC-TYP-White Plume Mountain Show
Notes:

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

Ring of Protection rare G DDHC-TYP-White Plume Mountain Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

Ring of Spell Storing rare G DDHC-TYP-White Plume Mountain Show
Notes:

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.

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

Requires Attunement

While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

Necklace of Prayer Beads rare G DDHC-TYP-White Plume Mountain Show
Notes:

necklace of prayer beads (2x blessing, 2x curing, 1x Favor, 1x summons)

Requires Attunement by a Cleric, Druid, or Paladin

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 DM 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.

Bag of holding uncommon B Purchase Log Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Tome of Clear Thought (read) very_rare H DDHC-MORD-02 The Lich-Queen’s Begotten Show
Notes:

This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Periapt of Proof Against Poison rare G DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

Wondrous item, rare (CCC-BMG-30)

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no Effect on you. You are immune to the Poisoned condition and have immunity to poison damage.

Arcane Grimoire +1 (A) uncommon TCE Purchase Log Show
Notes:

Wondrous item (requires attunement by a wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Wand of the War Mage +2 rare G CCC-ROZK-0101 Binder’s Torment Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.

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

Tome of Leadership and Influence very_rare H ROZK01-2 Zhentarims-Lament Show
Notes:

The red leather that covers this tome ist embossed with a smiling man with a third eye

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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Spellguard Shield very_rare H ROZK01-3 Necromancer's Ascent Show
Notes:

Armor (shield), very rare (requires attunement)

This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.