Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Javelin of Lightning (UC) uncommon DDAL08-05 - The Hero of the Troll Wars Show
Brooch of Shielding (UC, A) uncommon SJ-DC-DNX Salvage Operation Show
Notes:

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Minor Property: Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Pipes of the Sewers (UC, A) uncommon DDHC-XGE-01 Rats of Waterdeep Show
Notes:

These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet.
This item can be found in the Dungeon Master’s Guide.

Cloak of Billowing (C) common DDHC-XGE-01 Rats of Waterdeep Show
Notes:

This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine.

This item can be found in Xanathar’s Guide to Everything.

Dawnfire (Sun Blade) (R,A) rare Assigning Service Reward Show
Notes:

The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.

Bag of Holding (UC) uncommon Assigning Service Reward Show
Bracers of Defense (R, A) common Trade Log Show
Notes:

Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

Ring of Fire Resistance (R, A) rare CCC-GHC-BK1-04 I am the Fire Show
Notes:

This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.

The life and magic of mage and a fire elemental have formed this item.

Wayferer's Boots (R,A) rare Trade Log Show
Tentacle Rod (R, A) rare CCC-GHC-BK1-03 - The Darkest Knight Show
Notes:

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

Googles of Night (UC) uncommon DDAL-DRW12 To Walk the Cold Dark Show
Notes:

These googles’ lenses are made from a strange, green glass and are always cold, even in the hottest climates. Due to this chill, a character wearing the googles always feels as if the temperature is near freezing, unless the actual temperature is even colder.

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.

Wand of Winter (R, A) rare DDAL-DRW12 To Walk the Cold Dark Show
Notes:

This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.

This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.

Armor of Vulnerability (L, A) legendary DDHC-TYP White Plume Mountain Show
Notes:

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Goggles of Night (UC) uncommon DDHC-TYP White Plume Mountain Show
Ring of Protection (R, A) rare DDHC-TYP White Plume Mountain Show
Ring of Spell Storing (R, A) rare DDHC-TYP White Plume Mountain Show
Notes:

2x Mirror Image

Stone of Good Luck (UC, A) common DDHC-TYP White Plume Mountain Show
Whelm (L, A)(once the character gets to T4 legendary DDHC-TYP White Plume Mountain Show
Necklace of Prayer Beads (R, A) rare DDHC-TYP White Plume Mountain Show
Notes:

Curing
Blessing
Curing
Curing
Curing
Smiting

Blessing of Protection unique DDHC-TYP White Plume Mountain Show