Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Arrow-Catching Shield rare DDAL-DRWEP03 When the Lights Went Out in Candlekeep Show
Notes:

Armor (Shield), Rare (Requires Attunement)
This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms.
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Brazier of commanding Fire Elementals rare Trade Log Show
Staff of Swarming Insects rare DDHC-TYP Tales from the Yawning Portal Chapter 3 Hall of the Fire Giant King Show
Shortsword +2 rare DDHC-TYP Tales from the Yawning Portal Chapter 3 Hall of the Fire Giant King Show
Dagger of Venom rare DDHC-TYP: Chapter 5 Dead In Thay - T2 Forgotton Realms Campaign Show
Notes:

Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

Flame Tongue Shortsword rare DDHC-TYP Tales from the Yawning Portal Against the Giants Steading of the Hill Giant Chief Show
Notes:

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.
A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword.

Spear +2 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Steading of the Hill Giant Chief Show
Gem of Seeing rare Trade Log Show
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

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.

Dagger +2 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Robe of Eyes rare Trade Log Show
Plate Armor +1 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Arrow - Catching Shield rare DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Periapt of Proof Against Poison rare Rare Svc Reward Log Show
Wand of Paralysis rare DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Knave's Eyepatch rare DDAL-DRW-EP-04 Tears Among the Stars Show
Hell Hound Cloak rare DDHC-TYP Tales from the Yawning Portal Chapter 3 : Against the Giants Hall of the Fire Giant King Show
Notes:

Wondrous item, rare (requires attunement)
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.

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

Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

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.

Unlocked Magic Items