Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Shortsword +2 rare DDHC-TYP Tales from the Yawning Portal Chapter 3 Hall of the Fire Giant King Show
Robe of Eyes rare Trade Log Show
Periapt of Proof Against Poison rare Rare Svc Reward Log Show
Knave's Eyepatch rare DDAL-DRW-EP-04 Tears Among the Stars 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.

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

Wand of Lightning Bolts rare DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Dagger +2 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Plate Armor +1 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Glacial Rift of the Frost Giant Jarl Show
Boots of Elvenkind uncommon DDHC-TYP Tales from the Yawning Portal Chapter 3 : Against the Giants Hall of the Fire Giant King Show
Notes:

Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Glamoured Studded Leather Armor uncommon DDAL09-06 Infernal Insurgency Show
Whip of Warning uncommon Trade Log Show
Notes:

Weapon (whip), 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. _____ This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within. A description of this item can be found in the Dungeon Master’s Guide.

Bag of Holding uncommon Trade Log Show
Bracers of Archery uncommon DDAL-DRWEP03 When the Lights Went Out in Candlekeep Show
Notes:

Wonderous Item, Uncommon (Requires Attunement)
These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden.
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.

Gloves of Thievery uncommon Trade Log Show
Warhammer +1 uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants - Steading of the Hill Giant Chief Show
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.

Gloves of Swimming and Climbing uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants Steading of the Hill Giant Chief Show
Notes:

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Wind Fan uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants Steading of the Hill Giant Chief Show

Unlocked Magic Items