Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Emerald of the war mage common DDHC-MORD-01 Riddles of the Ravenqueen DDHC-MORD-01 Riddles of the Ravenqueen 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.

Mithral Plate Armor uncommon DDHC-MORD-01 Riddles of the Ravenqueen DDHC-MORD-01 Riddles of the Ravenqueen Show
Notes:

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

A suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.

Flame Tongue Weapon rare CCC-YLRA01-02 Uneasy Lies The Head CCC-YLRA01-02 Uneasy Lies The Head Show
Notes:

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dimlight for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

This weapon was crafted for you by the expert smiths at the Emberstar Exchange to your specifications.

Necklace of Prayer Beeds rare DDHC-TYP White Plume Mountain Trade Log Show
Notes:

2x Curing, 3 x Favor, 1x Blessing

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.

d20 — Bead Name — Spell:

1-6 — Blessing — Bless

7-12 — Curing — Cure Wounds (2nd level) or Lesser Restoration

13-16 — Favor — Greater Restoration

17-18 — Smiting — Branding Smite

19 — Summons — Planar Ally

20 — Wind walking — Wind Walk

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.

Boots of Striding and Springin uncommon DDHC-TYP Tales from the Yawning Portal - 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.

Ring of Protection rare DDHC-TYP Tales from the Yawning Portal - 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 DDHC-TYP Tales from the Yawning Portal - 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.

4x shield 1x absorb elements

Wave / Blackrazor / Whelm legendary DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.

Staff of th Woodlands rare DDHC-TYP Tales from the Yawning Portal - White Plume Mountain 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 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.

Naerth’s Planar Compass very_rare Assigning Service Rewards Show
Notes:

A tethered compass made of string, wood shavings, and dried mushrooms with a center of brass, this item spins wildly when within 60 feet of a gate or portal to another plane. This item functions as an amulet of the planes

Cape of the Mountebank rare DDAL4-07 The Innocent Trade Log Show
Notes:

This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality, it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer disappears.

Bracers of Defense rare DDAL-DRW-14 The City That Should Not Be Show
Notes:

These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Belt of Stone Giant Strength very_rare DDAL-DRW-14 The City That Should Not Be Show
Notes:

This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.

Aegis of the Raven Queen (Shield, +3) very_rare CCC-BWM-03 A Tale of Two Towers CCC-BWM-03 A Tale of Two Towers Show
Notes:

This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.

While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.

While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.