Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Instrument of the Bards Antruth Harp (A) very_rare ToH DM-Reward DDHC-TYP Tomb of Horrors 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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg.

You can use an action to play the instrument and cast 1 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.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

Control Weather, Cure Wounds (5th level), Wall of Thorns

Plate d'Amour (Cast-Off Plate Armor, Guardian) common FR-DC-CLWF-01 Passed Heroics FR-DC-CLWF-01 Passed Heroics Show
Notes:

This set of plate armor has a special latch that can be pulled by the wearer to instantly rip off all armor parts if needed. You can doff this armor as a Magic action.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. (Caution: the item can not warn you about bad choices)

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Dawnreaver (Greatsword Moonbblade of House Ithandoriel) legendary FR-DC-CLWF-01 Passed Heroics FR-DC-CLWF-01 Passed Heroics Show
Notes:

Greatsword, legendary (requires attunement by a creature of the weapon's choice)
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.

A Moonblade has one rune on it for each bearer it has willingly served (in this case: 7). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.

Runes:

increase attack and damage by +1
increase attack and damage by +1
increase attack and damage by +1
deal an extra 1d6 force damage
deal an extra 1d6 force damage
deal an extra 1d6 force damage
score a critical hit on a roll of 19 or 20 on the d20

The next time any creature attunes to this item, it would gain the following rune: "The Moonblade gains Thrown with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack." (the DM may choose otherwise)

Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item's Minor Property table.

Sentinel: Undead. This item glows faintly when such creatures are within 120 feet of it.

Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.

Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals. Dawnreaver has been wielded by generations of elven paladins following Tyr, Helm and Lathander (and similar gods lost in tradition). Its ideals are protecting the weak, fighting for what is right and smiting those that wish harm upon the innocent. It will allow attunement by creatures that resemble these values.

Vorpal Longsword (A) legendary DDHC-DIA-Descent into Avernus (DDAL00-12 White Dragon) Trade Log Show
Notes:

You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, the weapon ignores Resistance to slashing damage.

When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without The Lost head. A creature is immune to this Effect if it is immune to slashing damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Staff of Power very_rare DDEP04 Reclamation of Phlan Trade Log Show
Notes:

Requires Attunement by a Sorcerer, Warlock, or Wizard

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 gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.

The staff has 20 Charges for the following properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 Charges.

Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).

Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.

You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin — Damage:

10 ft. away or closer — 8 x the number of Charges in the staff

11 to 20 ft. away — 6 x the number of Charges in the staff

21 to 30 ft. away — 4 x the number of Charges in the staff

FoWP Obsidian Steed very_rare DDEO00-01 The Red War T3 Trade Log Show
Notes:

Crudely carved obsidian horse figurine with ruby eyes

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

Ascendant Gem Dragon-Touched Focus legendary DDAL-DRW-19 Fall the Cold Night DDAL-DRW-19 Fall the Cold Night Show
Notes:

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales. Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power.

You have advantage on initiative rolls.
While you are holding the focus, it can function as a spellcasting focus for all your spells.
Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
While you are holding the focus, you can use it to cast the following spells: Rary’s telepathic bond, Raulothim’s psychic lance. Once the item is used to cast a spell, it can’t be used to cast that spell again until the next dawn.
When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.

Staff of the Magi legendary DDAL07-17 Cauldron of Sapphire Trade Log Show
Notes:

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 20, the staff regains 1d12+1 charges. Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges) dispel magic (3 charges) fireball (7th-level version, 7 charges) flaming sphere (2 charges) ice storm (4 charges) invisibility (2 charges) knock (2 charges) lightning bolt (7th-level version, 7 charges) passwall (5 charges) plane shift (7 charges) telekinesis (5 charges) wall of fire (4 charges) web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock detect magic enlarge/reduce light mage hand protection from evil and good. Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process.

Staff of the Magi legendary DDAL07-17 Cauldron of Sapphire DDAL07-17 Cauldron of Sapphire Show
Notes:

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

The staff has 50 charges for the following properties.

It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 20, the staff regains 1d12+1 charges.

Spell Absorption:

While holding the staff, you have advantage on saving throws against spells.
In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level.
However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).

Spells:

While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability:

conjure elemental (7 charges)
dispel magic (3 charges)
fireball (7th-level version, 7 charges)
flaming sphere (2 charges)
ice storm (4 charges)
invisibility (2 charges)
knock (2 charges)
lightning bolt (7th-level version, 7 charges)
passwall (5 charges)
plane shift (7 charges)
telekinesis (5 charges)
wall of fire (4 charges)
web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges:

arcane lock
detect magic
enlarge/reduce
light
mage hand
protection from evil and good.

Retributive Strike:

You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike.
The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion.

If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff.

Every other creature in the area must make a DC 17 Dexterity saving throw.

On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table.
On a successful save, a creature takes half as much damage.

Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process.

Ioun Stone of Mastery legendary DDAL00-11f Twice as Nice for Half the Price DDAL00-11f Twice as Nice for Half the Price Show
Notes:

Pipyap has left behind a pale green icosahedron that appears to be a 20-sided die. This stone is eternally warm and slightly damp, no matter what environment it’s in. Your proficiency bonus increases by 1 while this pale green stone orbits your head.

Robe of the Archmagi legendary DDAL00-03 Those that came Before Trade Log Show
Notes:

Requires Attunement by a Sorcerer, Warlock, or Wizard

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 spell and other magical Effects.

• Your spell save DC and spell Attack bonus each increase by 2.

Dwarvenplate very_rare CCC-TRI-10 - Contact Trade Log Show
Notes:

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. This item can be found in the Dungeon Master’s Guide.

Tome of Leadership and Influence very_rare CCC-ROZK-0102 Zhentarim’s Lament Trade Log Show
Notes:

The red leather that covers this tome is 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.

Nine Live Stealer Scimitar very_rare CCC-QCC2018-01 Of Gods and Monsters Trade Log Show
Notes:

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is also slain. When the sword has no charges remaining, it loses this property.

The hilt of this weapon is covered with carved, ancient Rellanic runes that seem to comprise nonsensical words or, possibly, a list of proper names.

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

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.

Half-Plate +2 very_rare Against th Giants Trade Log Show
Notes:

You have a +2 bonus to AC while wearing this armor.

Ruby of the War Mage (A) common DC-MIKE-01 The Clash for the Multiversal Championship Show
Notes:

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

This item is found in Xanathar’s Guide to Everything.

The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.

Manual of Quickness of Action very_rare Trade Log Show
Notes:

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

Candle of the Deep common DDEP08-03-Last Call at the Yawning Portal Show
Notes:

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Blessing of Health unique DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair Show
Notes:

Your Constitution score increases by 2, up to a maximum of 22.