Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Gloves of Thievery
uncommon
DDAL09-03 Hungry Shadows
Show
Notes:
Wondrous Item, uncommon
These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work.
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Heward’s Handy Haversack
rare
DDAL09-09 Ruined Prospects
Show
Notes:
Wondrous item, rare
This specific haversack is made of white leather, and a label on the inside reads “Kelda Ironbelly” in dwarvish script.
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turnsup again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
dndbeyond
Planecaller’s Codex
rare
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book 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 book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
Ring of Free Action
rare
DDAL09-10 Tipping the Scales
Show
Notes:
Ring, rare (requires attunement)
This ring is fashioned from a single piece of bone-white chalk. While worn, the wearer feels fleeting pangs of nausea when around food or other situations where strong odors are present.
While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Ring of Free Action
rare
DDAL09-10 Tipping The Scales
Show
Notes:
Ring, rare (requires attunement)
This ring is fashioned from a single piece of bone-white chalk. While worn, the wearer feels fleeting pangs of nausea when around food or other situations where strong odors are present.
While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Ring of Telekinesis
very_rare
Reward As If You Have Been A Player: DDHC-KGV-CH-13 Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
Robe of Stars
very_rare
Service Reward: Robe of Stars
Show
Notes:
Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Robe of Stars
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Sage’s Signet (Hart)
very_rare
Trade Log
Show
Notes:
Ring, very rare (requires attunement by a Spellcaster)
This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn.
While wearing the Sage’s Signet, you can cast Aura of Vitality and Mass Cure Wounds once each from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn.
Splint, +2
very_rare
DDEP10-02 A Song of Spears
Show
Notes:
Armor (heavy), very rare
his armor is made of magically treated remorhaz hide and is trimmed with black fur and decorated with feathers and beads.
You have a +2 bonus to AC while wearing this armor.
Staff of Charming
rare
DDAL09-11 Losing Fai
Show
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Staff of Power
very_rare
Trade Log
Show
Notes:
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
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 gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, 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 and spell attack bonus:
* cone of cold (5 charges)
* fireball (5th-level version, 5 charges)
* globe of invulnerability (6 charges)
* hold monster (5 charges)
* levitate (2 charges)
* lightning bolt (5th-level version, 5 charges)
* magic missile (1 charge)
* ray of enfeeblement (1 charge)
* wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Sword of the Planes
legendary
Service Reward: Sword of the Planes
Show
Notes:
Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic sword.
This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn.
You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion.
Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.
The Blink Dog’s Guide to Transversing the Feywild (Atlas of Endless Horizons)
rare
Service Rewards: The Blink Dog’s Guide to Transversing the Feywild
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance.
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book 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 book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
• When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Tome of Clear Thought
very_rare
Trade Log
Show
Notes:
Wondrous item, very rare
This book contains memory and logic exercises, 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tome of the Stilled Tongue
legendary
I
DDHC-TYP Tales from the Yawning Portal - Dead in Thay
Show
Notes:
Wondrous item, legendary (requires attunement by a wizard)
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it’s unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Traveler’s Heart (Stone of Controlling Earth Elementals)
rare
CCC-SFBAY-0402 Under Earth & Stone
Show
Notes:
Wondrous Item, rare
The Traveler’s Heart is a perfectly smooth sphere forged of meteorite iron, the size of a small shotput or orange. The person possessing the Traveler’s Heart has the Delver ability while holding the stone: While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
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.
Wand of the War Mage, +2
rare
CCC-ROZK-0101 Binder’s Torment
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Wand of the War Mage, +3
very_rare
DDEP10-02 A Song of Spears
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
The shaft of this wand is made of blackened bone covered in flecks of a strange, unidentifiable metal.
While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Weapon of warning (Dagger)
uncommon
Service Reward: Weapon of warning
Show
Notes:
Weapon (dagger), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Gloves of Thievery | uncommon | DDAL09-03 Hungry Shadows | Show | |||
Notes:
Wondrous Item, uncommon These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work. These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. |
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Heward’s Handy Haversack | rare | DDAL09-09 Ruined Prospects | Show | |||
Notes:
Wondrous item, rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turnsup again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. dndbeyond |
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Planecaller’s Codex | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a wizard) While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book 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 book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
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Ring of Free Action | rare | DDAL09-10 Tipping the Scales | Show | |||
Notes:
Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. |
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Ring of Free Action | rare | DDAL09-10 Tipping The Scales | Show | |||
Notes:
Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. |
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Ring of Telekinesis | very_rare | Reward As If You Have Been A Player: DDHC-KGV-CH-13 Fire and Darkness | Show | |||
Notes:
Ring, very rare (requires attunement) |
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Robe of Stars | very_rare | Service Reward: Robe of Stars | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. |
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Robe of Stars | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. |
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Sage’s Signet (Hart) | very_rare | Trade Log | Show | |||
Notes:
Ring, very rare (requires attunement by a Spellcaster) While wearing the Sage’s Signet, you can cast Aura of Vitality and Mass Cure Wounds once each from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn. |
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Splint, +2 | very_rare | DDEP10-02 A Song of Spears | Show | |||
Notes:
Armor (heavy), very rare You have a +2 bonus to AC while wearing this armor. |
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Staff of Charming | rare | DDAL09-11 Losing Fai | Show | |||
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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Staff of Power | very_rare | Trade Log | Show | |||
Notes:
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, 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 and spell attack bonus: Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. |
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Sword of the Planes | legendary | Service Reward: Sword of the Planes | Show | |||
Notes:
Weapon (any sword), legendary (requires attunement) This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift. |
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The Blink Dog’s Guide to Transversing the Feywild (Atlas of Endless Horizons) | rare | Service Rewards: The Blink Dog’s Guide to Transversing the Feywild | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a wizard) While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book 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 book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
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Tome of Clear Thought | very_rare | Trade Log | Show | |||
Notes:
Wondrous item, very rare |
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Tome of the Stilled Tongue | legendary | I | DDHC-TYP Tales from the Yawning Portal - Dead in Thay | Show | ||
Notes:
Wondrous item, legendary (requires attunement by a wizard) This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it’s unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn. While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased. |
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Traveler’s Heart (Stone of Controlling Earth Elementals) | rare | CCC-SFBAY-0402 Under Earth & Stone | Show | |||
Notes:
Wondrous Item, rare |
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Wand of the War Mage, +2 | rare | CCC-ROZK-0101 Binder’s Torment | Show | |||
Notes:
Wand, rare (requires attunement by a Spellcaster) |
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Wand of the War Mage, +3 | very_rare | DDEP10-02 A Song of Spears | Show | |||
Notes:
Wand, very rare (requires attunement by a spellcaster) While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Weapon of warning (Dagger) | uncommon | Service Reward: Weapon of warning | Show | |||
Notes:
Weapon (dagger), uncommon (requires attunement) |