Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Emerald Elemental Gem uncommon DDHC-JRC-08 In the Mists of Manivarsha Show
Notes:

This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.

Pearl of Power uncommon DDHC-JRC-08 In the Mists of Manivarsha Show
Notes:

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

Stone of Good Luck uncommon DDHC-JRC-08 In the Mists of Manivarsha Show
Notes:

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Necklace of Adaption uncommon DDHC-JRC-09 Between Tangled Roots Show
Notes:

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Wind Fan uncommon DDHC-JRC-12 - Buried Dynasty 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.

Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

Goggles of Night uncommon 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.

Chain Mail +1 uncommon DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Ring of Warmth (requires attunement) uncommon DDHC-JRC-06 Gold for Fools and Princes 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.

Driftglobe uncommon DDHC-JRC-11 The Nightsea's Succor Show
Notes:

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Ring of Jumping uncommon DDHC-JRC-03 Fiend of Hollow Mine Show
Notes:

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Boots of Striding and Springing 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.

Periapt of Health uncommon DDHC-JRC-03 Fiend of Hollow Mine Show
Notes:

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

Adamantine Splint Mail uncommon DDHC-JRC-12 - Buried Dynasty Show
Notes:

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Bag of Holding uncommon DDHC-JRC-04 Wages of Vice Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Ring of Mind Shieldin uncommon DDHC-JRC-05 Sins of Our Elders Show
Notes:

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.

Slippers of Spider Climbing uncommon DDHC-JRC-12 - Buried Dynasty Show
Notes:

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Adamantine Chain Shirt uncommon DDHC-JRC-06 Gold for Fools and Princes Show
Notes:

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Hat of Disguise common DDHC-JRC-10 Shadow of the Sun Teil 2 Show
Notes:

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.