Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Keoghtoms Ointment 5 Doses uncommon DDHC-CM-16 Alkazar's Apendix Show
Notes:

This glass jar, 3 inches in diameter, contains 5 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Wand of Polymorph very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Staff of Withering rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Longbow +2 rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

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

Ring of Amity (A) very_rare Purchase Log Show
Notes:

This ring is carved from hematite and bears an engraving of the friend rune.

When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.

You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.

A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
Invoking the Rune.

When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.

Once the rune has been invoked, it can't be invoked again until the next dawn.

Eschantrii Staff (Staff of Adornment) common SJ-DC-MONSTER-01 Phoenix Show
Notes:

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

This item is warm to the touch, crafted from plane-touched fire trees. Sigils of flames cover its surface. Shades of red and orange are the prominent colors

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Phoenix Tear (Elemental Essence Shard) (A) rare SJ-DC-MONSTER-01 Phoenix Show
Notes:

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.

“The shard shimmers in prismatic fire and glows faintly in darkness; an ethereal song of the phoenix echoes if you listen closely.”

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Rod of Hellish Flames (Minor Property: Wicked) very_rare PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun Show
Notes:

Glowing cinders orbit the flanged head of this black iron rod.

This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:

Hellish Resistance. You have resistance to fire and necrotic damage.

Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn.

Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.

This item can be found in The Book of Many Things.

Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.

This black iron rod still feels warm to the touch despite having been removed from Mogdol's possession for quite some time. Affixed atop is the broken horn of a balor you recognize from a past encounter. That at least that explains why D'Alva was so hellbent on destroying Mogdol.

Chest of Preserving (Minor Property: Sentinel - Undead) common PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun Show
Notes:

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.

The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

This item can be found in Waterdeep: Dungeon of the Mad Mage.

Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it.

An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby.

Necklace of Prayer Beads rare DDEP2 Mulmaster Undone Show
Notes:

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 (one of each type listed below) 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.

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.
Blessing Bless
Curing Cure wounds (2nd level) or lesser restoration
Favor Greater restoration
Smiting Branding smite
Wind walking Wind walk

Wingwear uncommon DDEP2 Mulmaster Undone Show
Notes:

This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.

The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.

Wings of Flying rare DDEP2 Mulmaster Undone Show
Notes:

his 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.

Chain Mail +1 rare DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Goggles of Night rare DDHC-TYP Tales from the Yawning Portal - 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.