Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Adamantine Armor (Half Plate) uncommon DDAL00-01 Window to the Past Show
Notes:

Adamantine Armor (any metal)

Armor (any metal), uncommon
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection.
A description of this item can be found in the Dungeon Master’s Guide.

Amulet of Health rare CCC-SFBAY-02-02 Rise of the Ogre King Trade Log Show
Notes:

Amulet of Health
Rare
(Wonderous Item, Rare, Requires Attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.

Astromancy Archive rare Trade Log Show
Notes:

Astromancy Archive
Wondrous item, rare (requires attunement by a wizard)
3 lb.

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Minor Property: Harmonious
Attuning to this item takes only 1 minute.

Bag of Devouring rare CCC-FC3-01-03 - Tales of Estirwald - The Fun House Show
Notes:

Wondrous Item, very rare

This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional creature. Turning the bag inside out closes the orifice.

The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.
Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past….

This item can be found in the ​Dungeon Master’s Guide.

Carpet of Flying 6 ft.× 9 ft. very_rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
Notes:

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

A 6 ft. × 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.

Clothes of Mending common Character Creation Show
Notes:

Common
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.

Daern's Instant Fortress rare DDHC-CoS Curse of Strahd Show
Notes:

Wondrous item, major tier, rare
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

Decanter of Endless Water uncommon CCC-ARCON01-03 Pharmacist Wanted Trade Log Show
Notes:

Decanter of Endless Water
Wondrous Item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn.

Choose from the following options:
"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
This item is found in Magic Item Table C in the Dungeon Master’s Guide.

Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike.

Defender Longsword legendary DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
Notes:

Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Discord unique DDAL-DRW-15 Frozen Whisper Show
Notes:

Discord
Armor (Plate), Unique

Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.

While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.

If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.

Figurine of Wonderous Power (Serpentine Owl) uncommon CCC-SVH-01-01 Dawn of the Raven Lord Show
Notes:

Figurine of Wonderous Power (Serpentine Owl)

Wondrous Item, uncommon

This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

This item is found on Magic Item Table G in the Dungeon Master’s Guide.

Gray Robe of the Archmagi legendary DDAL00-03 - Those That Came Before Show
Notes:

Gray Robe of the Archmagi
Wondrous item, legendary (requires attunement by a sorcerer, wizard, or warlock)
Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe:

If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.

This item can be found in the Dungeon Master’s Guide.

Instrument of the Bards, Anstruth Harp very_rare Trade Log Show
Notes:

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns.

Ligaya (Guardian Wand of Smiles) common DDHC-CM The Scrivener's Tale Show
Notes:

Ligaya (Guardian Wand of Smiles) Wand, common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw, or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.

This wand was given to you by Ditse Mare, when she took a branch from the Awakening Fruit tree and empowered it with magic. When you cause a humanoid to try and smile from this wand, you must say the words "asim kilig" and their face will look like it was puckered up by a very sweetsour-citrus fruit that they tried to eat.

In addition, the wand has the Guardian minor property:
The item whispers warnings to its bearer, granting a +2 bonus to Initiative if the bearer isn’t incapacitated.iga

Luck Blade Longsword legendary DDHC-CoS Curse of Strahd Show
Notes:

Generic variant, major tier, legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish. The sword has 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

Manual of Gainful Exercise very_rare CCC-TRI-24 - STORM-1-3 - Knight Errand Show
Notes:

Manual of Gainful Exercise
Wondrous item, very rare
This book describes ftness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This leather-bound book is emblazoned with a crimson red chess piece, the knight. The inside describes hundreds of training regiments for warfare and self-defense, ingraining some of them into your mind and muscles as the magic is used. This item can be found in the Dungeon Master’s Guide.

Periapt of Health uncommon DDHC-JRC-03 The Fiend of the Hollow Mine Trade Log Show
Notes:

Periapt of Health
Wondrous item, uncommon

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

Ring of Regeneration very_rare DDAL-DRW-15 Frozen Whisper Show
Notes:

Ring of Regeneration
Ring, Very Rare (Requires Attunement)

This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.

Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Rod of Absorption very_rare CCC-SVH-01-03 Vault of the Raven Lord Show
Notes:

Rod of Absorption

Rod, very rare (requires attunement)

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself – is stored in the rod.
The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more.

If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level.

You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 14 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

This item is found on Magic Item Table H in the Dungeon Master’s Guide.

Rod of Security very_rare DDAL00-01 Window to the Past Show
Notes:

Rod of Security
Rod, very rare
This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier.

A description of this item can be found in the Dungeon Master’s Guide.