Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Wand of Winter rare DDAL-DRW12 To Walk the Cold Dark Show
Notes:

Wand of Winter
Wand, rare (requires attunement)

This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.

This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.

Hat of Witchery common Purchase Log Show
Notes:

Wondrous item, common (requires attunement)

This black, cone-shaped hat has a wide-brim and is adorned with a tarnished brass buckle and a spindly-legged spider who has made the hat its home. While you are wearing it, you gain the following benefits:

• You can use the hat as a spellcasting focus for your class’ spells.
• You can try to cast a cantrip that you don’t know. The cantrip must be on your class’ spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
• If three allies are all wearing and attuned to hats of witchery and are within 30 feet of each other, the check above is made with advantage. The characters’ skin turns green, and their voices become raspy and aged.

Pipe of Remembrance common DDHC00-GSM Ghosts of Saltmarsh Show
Notes:

Wondrous item, common

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.

Wand of Fireballs rare CCC-WYC1-3 The Dawn Heresy Show
Notes:

Wand of Fireballs

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.

The Mind Fortress (ring of mind shielding) uncommon CCC-GHC-BK2-06 Eye of Darkness - Heart of Light Show
Notes:

The Mind Fortress (ring of mind shielding)
Wondrous item, uncommon, table C

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.

Flavour:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.

The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.

However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.This item can be found in the Dungeon Master’s Guide.

Googles of Night uncommon DDAL-DRW12 To Walk the Cold Dark Show
Notes:

Googles of Night
Wondrous item, uncommon

These googles’ lenses are made from a strange, green glass and are always cold, even in the hottest climates. Due to this chill, a character wearing the googles always feels as if the temperature is near freezing, unless the actual temperature is even colder.

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.

Enduring Spellbook common Character Creation Show
Notes:

This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Bound in gnome Skin

Wings of Flying rare DDEP2 Mulmaster Undone Show
Notes:

Wings of Flying
wondrous item, rare (requires attunement)
This cloak is fashioned from hundreds of overlapping feathers sewn to a backing of thin, lightweight leather. When activated, the cloak turns into a beautiful pair of immense, feathered wings of scintillating color.

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.

Necklace of Prayer Beads rare DDEP2 Mulmaster Undone Show
Notes:

Necklace of Prayer Beads
wondrous item, rare (requires attunement by a cleric, druid, or paladin)

Pearls of white, blue, black, green, and even purple are strung on what seems to be a delicate string of seaweed and bound with a seashell clasp. Curiously, the necklace is always damp.

This necklace has 5 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 randomly determines the number and type of each bead on the necklace. 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.

Beads on this Necklace
Bead of
6 Blessing Bless
9 Curing Cure wounds (2nd level) or lesser restoration
15 Favor Greater restoration
17 Smiting Branding smite
20 Wind walking Wind walk

Bracers of Defense rare DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:

Bracers of Defense
Wondrous Item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.

Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light.

The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

The Blink Dog’s Guide to Transversing the Feywild rare CCC-GLIP-01-02 Beneath Glip Dak Show
Notes:

This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance.
This item functions as an atlas of endless horizons (see Tasha’s Cauldron of Everything).

Atlas of Endless Horizons
Wondrous item, rare (requires attunement by a wizard)
3 lb.
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.

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

The book 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 book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

Mariner’s Armor (studded leather) uncommon DDAL-DRW09 Vile Bounty Show
Notes:

Mariner’s Armor
Armor (studded leather), uncommon

Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Amulet of Health rare DDAL-DRW09 Vile Bounty Show
Notes:

Amulet of Health
Wondrous item, rare (requires attunement)

This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

Moon Sickle, +1 uncommon DDAL-DRW10 - Unsafe Harborage - Streetwise Show
Notes:

Moon Sickle, +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)

When you cast a spell that restores hit points while holding this sickle, a number of ivy leaves equal to the hit points restored sprout from the haft and fall away.

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Ring of X-ray Vision rare DDAL-DRW10 - Unsafe Harborage Show
Notes:

Ring of X-ray Vision
Ring, rare (requires attunement)

This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.”

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.

Cloak of Displacement rare CCC-SFBay-02-01 Old Enemies Arise (Agents of the Cloaks 1/3) Show
Notes:

Cloak of Displacement (Rare, Requires Attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Circlet of Blasting uncommon CCC-GHC-BK1-06 Legacy and Virtue Trade Log Show
Notes:

Circlet of Blasting
Wondrous item, uncommon, Table F
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Staff of the Woodlands rare DDHC-CM Xanthoria Trade Log Show
Notes:

Staff of the Woodlands
Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Tome of Clear Thought very_rare Service Rewards 11B DDHC-TOA-6 Heart of the Wild Show
Notes:

Tome of Clear Thought
Wondrous item, very rare
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.