Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Goggles of Night uncommon Trade Log Show
Notes:

Wondrous item, uncommon
These brass-framed goggles feel cool to the touch when worn. While wearing them, you have darkvision out to a range of 60 feet. If you already have darkvision, these goggles extend that range by 60 feet. A full description of this item can be found in the basic rules or the Dungeon Master’s Guid

Slippers of Spider Climbing uncommon WBW-DC-PHP-TCOM2 Of Toadstools and Tribulations Show
Notes:

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Guardian minor property: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Gauntlets of Ogre Power uncommon Trade Log Show
Ruby of the War Mage common DDAL10-09 Recipe for Retribution Show
Notes:

This ruby is a roughly fashioned chunk of blood-red crystal. The red color pulses gently.

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

The Choralier's Companion ( Saddle of the Cavalier ) uncommon CCC-REAP-01 Red War: Lost Ashes of a Wayward Gnome Show
Notes:

Wondrous Item, uncommon

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. Any mount that wears this saddle possesses a phenomenal gift for singing—the song selection, frequency, and volume depends on the temperament of the mount, but it’s beautiful and almost always entertaining. This effect does not grant any additional languages to the mount.

This item can be found in the Dungeon Master’s Guide.

Necklace of Adaptation uncommon DDEP09-01 Infernal Pursuits Show
Notes:

Wondrous item, uncommon (requires attunement)

The pendant of this necklace is an ovoid puzzle box of jagged black metal that screeches as it is operated. To activate the item, the puzzle box must be manipulated into a new configuration.
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Ring of Fire Resistance 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. You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.

Mantle of Spell Resistance rare DDEP09-01 Infernal Pursuits Show
Notes:

Wondrous item, rare (requires attunement)

This sleeveless shawl is made from the stitched skin of many demons and devils.
You have advantage on saving throws against spells while you wear this cloak.

Stout - Longsword +2 rare CCC-GHC-BK1-05 For the Glory of Bloutar Show
Notes:

This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel
Gleaming - never gets dirty

Amulet of the Devout +2 rare Trade Log Show
Studded Leather Armor of Necrotic Resistance rare Trade Log Show
Tentacle Rod 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.

Tome of Understanding very_rare 20 Svc Rewards Show

Unlocked Magic Items