Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Dread Helm common Season 9 Purchase Log Show
Notes:

(Wondrous item) This fearsome steel helm makes your eyes glow red while you wear it.

Cloak of Protection* uncommon Sik'Garuk's cave Season 6: A Thousand Tiny Deaths Show
Notes:

Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

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

Potion of Acid Resistance common Season 6: A Thousand Tiny Deaths Show
Notes:

Potion, uncommon
When you drink this potion, you gain resistance to acid damage for 1 hour.

Notes: Resistance: Acid, Warding, Consumable

Healing Potion common Season 5: Uninvited Guest Show
Notes:

2d4 + 2 Hit Points when you drink this potion

Wand of Magic Missiles uncommon Last cavern in the Forge of Fury HC - Tales ... Forge of Fury Show
Notes:

Wand Of Magic Missiles
adventuring gear (wand)
Category: Items
Item Rarity: Uncommon
Weight: 1

This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand 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.

Greataxe +2 rare Last cavern in the Forge of Fury HC - Tales ... Forge of Fury Show
Notes:

Greataxe +2
Weapon (greataxe), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Damage: 1d12
Damage Type: Slashing
Properties: Heavy, Two-Handed
Weight: 7

Shield +1 uncommon Last cavern in the Forge of Fury HC - Tales ... Forge of Fury Show
Notes:

Shield, +1
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Longsword +1 uncommon A cavern in the Forge of Fury HC - Tales ... Forge of Fury Show
Notes:

Longsword, +1
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Oil of Etherealness rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Oil of Etherealness
Potion, rare
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.

Pipes of Haunting uncommon DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Wondrous Item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

Mithral Plate uncommon DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Armor (plate), uncommon
This armor is emblazoned with an unblinking, lidless eye in the center of the breastplate. Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Gwa’thern Faln (Longbow +1 / Quarter Staff +1)* rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior. You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.

Cloak of the Bat (Raven) rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak is made of hundreds of large, black feathers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Identification Pearl common retroactively purchased for Identify Spell Purchase Log Show
Notes:

Pearl 100gp for Identify Spell

Javelin of Lightning uncommon Phadelver and Below Phandelver and Below: The Shattered Obelisk Show
Notes:

Source: Dungeon Master's Guide

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Gem of Brightness common Phandelver and Below: The Shattered Obelisk Show
Notes:

Source: Dungeon Master's Guide

Wondrous item, uncommon

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a non magical jewel worth 50 gp.

Bracer of Archery uncommon Phandelver and Below: The Shattered Obelisk Show
Notes:

Source: Dungeon Master's Guide

Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Bracer of Celerity rare Phandelver and Below: The Shattered Obelisk Show
Notes:

Source: Phandelver and Below - The Shattered Obelisk

Wondrous Item, rare (requires attunement)

This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.

While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.

Luminous War Pick rare Phandelver and Below: The Shattered Obelisk Show
Notes:

The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.

Ring of Mind Shielding uncommon Phandelver and Below: The Shattered Obelisk Show
Notes:

Source: Dungeon Master's Guide

Ring, uncommon (requires attunement)

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.