Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Watchful Helm
very_rare
DDHC-CM The Canopic Being
Show
Notes:
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
Ring of Spell Storing
rare
DDHC-CM The Canopic Being
Show
Notes:
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.
1x Bless 1x Revivify
Dragon Wing Hand Crossbow (poison) (A)
rare
Service Rewards Season 12
Show
Notes:
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Scimitar +3
very_rare
DDEP06-02 Return to White Plume
Show
Notes:
You gain a +3 bonus to attack and damage rolls made with this weapon. This item can be found in the Dungeon Masters Guide
Formerly owned by an efreeti the sword glows with a dull red if a marid is within 60 feet.
Ioun Stone of Fortitude
very_rare
DDEP06-02 Return to White Plume
Show
Notes:
When you use an action to toss the stone into the air, the stone orbits your head at a distance of 1d3 feet and it confers a benefit to you. Thereafter another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A Stone has AC 24, 10 hit points, and resistance to all damage. It is considered an object that is being worn while orbiting your head.
Your Constitution score increases by 2, to a maximum of 20 while this pink rhomboid orbits your head. This item can be found in the Dungeon Masters Guide.
Periwinkle's hat of piracy (hat of Wizard)
common
SJ-DC-DWR-03 Red Flag of Dread
Show
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard 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
Dread Cutlass (Scimitar of Speed)
very_rare
SJ-DC-DWR-03 Red Flag of Dread
Show
Notes:
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Harmonious Scimitar of Speed
very_rare
SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art
Show
Notes:
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Harmonious. Attuning to this item takes only 1 minute.
Hat of Wizard
common
SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art
Show
Notes:
While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard 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
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Quor'hin's Hat (Hat of Wizardry)
common
SJ-DC-ECHO-01 Starfall
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the wizard 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.
This item is found in Xanathar’s Guide to Everything.
This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one..
Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
Golden Apple (Astromancy Archive)
rare
SJ-DC-ECHO-01 Starfall
Show
Notes:
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 pells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and ocate 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.
This item is found in the Dungeon Masters Guide.
Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
Figurine of Wonderous Power: Onyx Dog
rare
CCC-GHC-BK2-09 Breath of Fire
Show
Notes:
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. This item can be found in the Dungeon Master’s Guide.
Dark Shard Amulet
common
CCC-GHC-BK2-09 Breath of Fire
Show
Notes:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron.
While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock 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.
Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party.
Ioun Stone of Awareness
rare
DDHC-CM-15 The Scrivener’s Tale
Show
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Robe of Eyes (A)
very_rare
DDHC-CM-15 The Scrivener’s Tale
Show
Notes:
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Longbow +1
uncommon
Starting Gold and Lvl 5 Item
Show
Cli Lyre
rare
DDHC-CM-12 - The Curious Tale of Wisteria Vale
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 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.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Ring of Warmth (A)
rare
CCC-CIC-16 Open Ambitions
Show
Notes:
While wearing this ring, you have Resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
This ring sports a setting of three rubies, each cut to look like an eye. The ring grows warm when within 120 feet of a beholder or beholder-kin.
Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-10 HILL1-1 Arrival
Show
Notes:
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Wind Fan
uncommon
DDAL00-09 Minsc and Boo Undermountain the Musical
Show
Notes:
While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Watchful Helm | very_rare | DDHC-CM The Canopic Being | Show | |||
Notes:
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. |
||||||
Ring of Spell Storing | rare | DDHC-CM The Canopic Being | Show | |||
Notes:
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. 1x Bless 1x Revivify |
||||||
Dragon Wing Hand Crossbow (poison) (A) | rare | Service Rewards Season 12 | Show | |||
Notes:
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. |
||||||
Scimitar +3 | very_rare | DDEP06-02 Return to White Plume | Show | |||
Notes:
You gain a +3 bonus to attack and damage rolls made with this weapon. This item can be found in the Dungeon Masters Guide Formerly owned by an efreeti the sword glows with a dull red if a marid is within 60 feet. |
||||||
Ioun Stone of Fortitude | very_rare | DDEP06-02 Return to White Plume | Show | |||
Notes:
When you use an action to toss the stone into the air, the stone orbits your head at a distance of 1d3 feet and it confers a benefit to you. Thereafter another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A Stone has AC 24, 10 hit points, and resistance to all damage. It is considered an object that is being worn while orbiting your head. Your Constitution score increases by 2, to a maximum of 20 while this pink rhomboid orbits your head. This item can be found in the Dungeon Masters Guide. |
||||||
Periwinkle's hat of piracy (hat of Wizard) | common | SJ-DC-DWR-03 Red Flag of Dread | Show | |||
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. |
||||||
Dread Cutlass (Scimitar of Speed) | very_rare | SJ-DC-DWR-03 Red Flag of Dread | Show | |||
Notes:
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. |
||||||
Harmonious Scimitar of Speed | very_rare | SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art | Show | |||
Notes:
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. |
||||||
Hat of Wizard | common | SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art | Show | |||
Notes:
While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. |
||||||
Quor'hin's Hat (Hat of Wizardry) | common | SJ-DC-ECHO-01 Starfall | Show | |||
Notes:
Wondrous item, common (requires attunement by a wizard) This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don't know. The cantrip must be on the wizard 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. This item is found in Xanathar’s Guide to Everything. This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one.. Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
||||||
Golden Apple (Astromancy Archive) | rare | SJ-DC-ECHO-01 Starfall | Show | |||
Notes:
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 pells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and ocate 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. This item is found in the Dungeon Masters Guide. Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
||||||
Figurine of Wonderous Power: Onyx Dog | rare | CCC-GHC-BK2-09 Breath of Fire | Show | |||
Notes:
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. This item can be found in the Dungeon Master’s Guide. |
||||||
Dark Shard Amulet | common | CCC-GHC-BK2-09 Breath of Fire | Show | |||
Notes:
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock 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. Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party. |
||||||
Ioun Stone of Awareness | rare | DDHC-CM-15 The Scrivener’s Tale | Show | |||
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
||||||
Robe of Eyes (A) | very_rare | DDHC-CM-15 The Scrivener’s Tale | Show | |||
Notes:
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success. |
||||||
Longbow +1 | uncommon | Starting Gold and Lvl 5 Item | Show | |||
Cli Lyre | rare | DDHC-CM-12 - The Curious Tale of Wisteria Vale | 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 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. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
||||||
Ring of Warmth (A) | rare | CCC-CIC-16 Open Ambitions | Show | |||
Notes:
While wearing this ring, you have Resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit. This ring sports a setting of three rubies, each cut to look like an eye. The ring grows warm when within 120 feet of a beholder or beholder-kin. |
||||||
Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-10 HILL1-1 Arrival | Show | |||
Notes:
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
||||||
Wind Fan | uncommon | DDAL00-09 Minsc and Boo Undermountain the Musical | Show | |||
Notes:
While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. |