Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Hat of Vermin common Character Creation Show
Notes:

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Figurine of Wonderous Power (Serpentine Owl) uncommon Trade Log Show
Notes:

Figurine of Wonderous Power (Serpentine Owl)

Wondrous Item, uncommon

This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

This item is found on Magic Item Table G in the Dungeon Master’s Guide.

Figurine of Wonderous Power (Serpentine Owl) uncommon CCC-SVH01-01 Dawn of the Raven Lord Show
Notes:

Figurine of Wonderous Power (Serpentine Owl)

Wondrous Item, uncommon

This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

This item is found on Magic Item Table G in the Dungeon Master’s Guide.

Ring of Protection rare DDHC-CM Alkazaar's Appendix Show
Notes:

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Jewelry

Wand of Fear rare DDHC-CM Alkazaar's Appendix Show
Notes:

Wand, rare (requires attunement)
This wand has 7 charges for the following properties. It 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.

Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Ptahrek’s Glaive (Vicious Weapon) rare CCC-SVH01-02 Raven Lord’s Aerie Show
Notes:

Ptahrek’s Glaive (Vicious Weapon)

Weapon, rare

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapons type.

This item is found on Magic Item Table G in the Dungeon Master’s Guide.

The blade of this weapon is made into that of a stylized black raven feather. The wielder of the weapon has the sensation of flying whenever they close their eyes.

Horn of Blasting rare DDHC-CM Alkazaar's Appendix Show
Notes:

Horn of Blasting
Wondrous item, rare

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Wand of the War Mage +2 rare CCC-ROZK-0101 Binder’s Torment Show
Notes:

Wand of the War Mage +2

Wand, rare (requires attunement by a spellcaster)

This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.

While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Flame Tongue Rapier rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

Flame Tongue
Weapon (any Sword), rare (requires attunement)

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 dim light 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.
Feature: This sword is forged from glistening obsidian.

Cloak of Displacement rare CCC-THENT01-03 The Dreaming Relic Show
Notes:

Cloak of Displacement
Wondrous Item, rare, Requires Attunement
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.

Necklace of Prayer Beads rare DDHC-TYP Tales from the Yawning Portal white Plum Mountain Show
Notes:

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

4
1
1
6
13
17

Cloak of Displacement rare Trade Log Show
Notes:

Cloak of Displacement (Rare, Requires Attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Longbow +2 rare DDHC-CM Alkazaar's Appendix Show
Notes:

Weapon (longbow), rare

You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.

Staff of Withering rare DDHC-CM Alkazaar's Appendix Show
Notes:

Staff of Withering
Staff, rare (requires attunement by a cleric, druid, or warlock)

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.

Wand of the War Mage +3 very_rare Trade Log Show
Notes:

Wand of the War Mage +3
Wand, very rare (Requires Attunement by a Spellcaster)

While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

+3 Greatsword very_rare DDEX3-4 It’s All in the Blood Show
Notes:

This greatsword's blade is fashioned from obsidian. Carved into it are dwarven battle chants. It smolders and radiates heat whenever it strikes a giant.

Dwarven Plate very_rare Trade Log Show
Notes:

While wearing this armor, you gain a +2 bonus to AC. In addition, if an Effect moves you against your will along the ground, you can use your Reaction to reduce the distance you are moved by up to 10 feet.

Belt of Fire Giant Strength very_rare DDEP3 Blood Above, Blood Below Show
Notes:

This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow.
Wondrous Item, very rare

While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Tome of Leadership and Influence very_rare Trade Log Show
Notes:

Tome of Leadership and Influence
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Carpet of Flying very_rare CCC-GOC 01-03 Winds of Rot Show
Notes:

Carpet of Flying

Wondrous Item, very rare

You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it.

The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.

This item can be found in the Dungeon Master’s Guide.