Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

Wave/Whelm/Blackrazor legendary DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Tan Bag of Tricks uncommon DDHC-JRC-07 Trails of Distraction Show
Notes:

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

1 Jackal

2 Ape
3 Baboon

4 Axe beak
5 Black bear
6 Giant weasel
7 Giant hyena
8 Tiger

Sunblade rare DDHC-JRC-11 The Nightsea's Succor Show
Notes:

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

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.

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.

Stone of Controlling Earth Elementals rare DDHC-JRC-06 Gold for Fools and Princes Show
Notes:

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds.

Staff of the 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.

Staff of Frost very_rare DDHC-JRC-11 The Nightsea's Succor Show
Notes:

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

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.

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.

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

Ring of Protection rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
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.

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.

Prayer Beeds rare DDHC-JRC-09 Between Tangled Roots Show
Notes:

2x Windwalk 2x Curing 1x Favour
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.

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.

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.

Nolzur's Marvelous Pigments very_rare DDHC-JRC-10 Shadow of the Sun Teil 2 Show
Notes:

4 Pots
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

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).