Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Javelin of Lightning uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants Steading of the Hill Giant Chief Show
Notes:

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.

Javelin of Lightning uncommon DDHC-TYP Tales from the Yawning Portal Chapter 3 : Against the Giants Hall of the Fire Giant King Show
Notes:

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.

Knave's Eyepatch rare DDAL-DRW-EP-04 Tears Among the Stars Show
Light Crossbow +3 very_rare Trade Log Show
Longbow +1 uncommon DDHC-TYP Tales from the Yawning Portal Chapter 3 : Against the Giants Hall of the Fire Giant King Show
Mace of Disruption rare Trade Log Show
Notes:

weapon (mace), rare (requires attunment)

This black metal mace is decorated with the holy symbols of Auril, Talos, and Velsharoon. The light shed by this mace flickers like lightning and generates occasional swirls of snowflakes.

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Manual of Quickness of Action very_rare Purchase Log Show
Notes:

-20 svc rewards
Morkai Almandragon gets the level

Pearl of Power uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Periapt of Health uncommon Trade Log Show
Periapt of Proof Against Poison rare Rare Svc Reward Log Show
Plate Armor +1 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Quintessence's Edge (Frost Brand Greatsword) very_rare Trade Log Show
Notes:

The storm silver blade shimmers with icy blue runes; etchings of grapevines are wrapped about the hilt. The blade crackles with electricity with every strike.”

Rapier of the Medusa very_rare Trade Log Show
Notes:

Weapon (any sword), very rare (requires attunement)

When you attack a creature with this magic weapon and

roll a 20 on the attack roll, the creature must make a DC

15 Constitution saving throw in addition to suffering the

attack’s normal effects. On a failed save, the creature is

restrained and must make another Constitution saving

throw at the end of each of its turns. If it successfully

saves against this effect three times, the effect ends.

If it fails its saves three times, it is turned to stone and

subjected to the petrified condition for 1 hour.

A creature is immune to this effect if it is immune

to damage of the weapon’s type, does not have a body

made of flesh, or has legendary actions.

Curse. This weapon is cursed, and becoming attuned

to it extends the curse to you. Until the curse is broken

with a remove curse spell or similar magic, you are

unwilling to part with the weapon. Whenever you attack

a creature with this weapon and roll a 1 on the attack

roll, you must succeed on a DC 15 Constitution saving

throw or be restrained and forced to make additional

saves against being petrified, as above.

Rapier of Vengeance uncommon DDHC-TYP Tales from the Yawning Portal Chapter 3 : Against the Giants Hall of the Fire Giant King Show
Notes:

Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Ring of Fire Resistance rare DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Notes:

Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.

d10 Damage Type Gem
1 acid pearl
2 cold tourmaline
3 fire garnet
4 force sapphire
5 lightning citrine
6 necrotic jet
7 poison amethyst
8 psychic jade
9 radiant topaz
10 thunder spinel

Ring of Free Action rare Trade Log 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.

This bronze ring's gem glows faintly when rust monsters are within 120 feet of it.

Ring of Protection rare DDHC-TYP Tales from the Yawning Portal Chapter 3 : Against the Giants Hall of the Fire Giant King Show
Notes:

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

Robe of Eyes rare Trade Log Show
Robe of Summer rare DDHC-TYP: Chapter 5 Dead In Thay - T2 Forgotton Realms Campaign Show
Notes:

Wondrous item, rare (requires attunement)
This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather’s temperature extremes.

Sapphire Buckler very_rare DDAL-DRW-19 Fall the Cold Night Show
Notes:

Armor (shield), very rare (requires attunement)

This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir.

This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.

Unlocked Magic Items