Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Ring of Mind Shielding uncommon CCC-DDSC-01 Murder At The Stop Show
Pearl of Power uncommon CCC-DDSC-01 Murder At The Stop Show
Stone of Good Luck uncommon DDEP4 Reclamation of Phlan Show
Notes:

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

The center of this fist‐sized emerald appears to be hollow and filled with a viscous, green liquid. When agitated, the gem becomes warm.

Rust Bag of Tricks uncommon DDEP08-01 Chaos in the City of Splendors Show
Boomerang Shield uncommon Creeation + Claiming for Service Awards + level ups to lvl 4 Show
Notes:

Armor (shield), uncommon (requires attunement)

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Ring of Mind Shielding uncommon DDHC-WDH-02 Unseen Waterdeep (Part 8 / Final) Show
Notes:

Ring, Uncommon (Requires Attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Writing Gem uncommon DDHC-WDH-02 Unseen Waterdeep (Part 8 / Final) Show
Notes:

Wondrous item, uncommon (requires attunement)

Writing gems are psionic journals created by mind flayers for recording information. While attuned to one of these 6-inch diameter gems, you share a mental connection with the item, and while you hold the gem:
• You can record information to the gem.
• You can access any information recorded in the gem.
• You can share all or some of the recorded information in the gem with any willing creature you can see within 10 feet of you.

If the gem is attuned to another creature when you touch it, you must succeed on a DC 15 Charisma saving throw. On a failed save you take 6d6 psychic damage and drop the gem.
On a successful save, you assert your will over the gem and can attune the item yourself, accessing any recorded information within the item.

Seven Señoritas (Wand of Magic Missiles)(/w minor Guardian property) uncommon WBW DC PHP HOE1 02 Señorita's Charm (playtest 3) Show
Notes:

Wand, uncommon

An unwieldy, soft-shafted wand. Seven Señoritas mimics the look of a banana tree’s peduncle, complete with seven, finger-length golden bananas growing along its length. Each banana acts as one charge of the magic missile spell. The wand’s drooping tip ends in a heavy, purple, tear-shaped, banana blossom charm.

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast magic missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

Osmon’s Magnetic Gauntlets 2.0 (Gloves of Missile Snaring w/ minor Harmonious property) uncommon PS-DC-HRS-00 Stolen Hours (Author Run + Touch Grass Epic Event 2026) Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Harmonious. Attuning to this item takes only 1 minute.

This shiny brass gauntlet looks bulky as if it is a prosthetic hand itself. It seems to be loaded with multiple magnets inside, capable of catching stray arrows. Osmon says this has saved him multiple times whenever he makes deliveries in Acheron where endless volleys of arrows are always coming his way

Shield of the Salty Griffon uncommon CCC-TRI-19 Dead Men’s Tales Show
Notes:

Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal AC bonus. The Shield of the Salty Griffon is a magical shield made from the polished shell of a giant oyster.

Woodcutter Axe (Greataxe +1) rare DDHC-WBW-Ch.5 Palace of Heart's Desire Show
Notes:

Weapon (Greataxe), Rare

You have a +1 bonus to attack and damage rolls made with this magic weapon.

When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn't being worn or carried, the attack deals an extra 2d6 slashing damage on a hit.

Barrier Tattoo (Rare variant) rare DDHC-KGV-04 | Prisoner 13 Show
Notes:

Source: Tasha's Cauldron of Everything

Wondrous item (tattoo), rarity varies (requires attunement)

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Protection. While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit.
Rarity AC
Uncommon 12 + your Dexterity modifier
Rare 15 + your Dexterity modifier (maximum of +2)
Very Rare 18

Ring of Feather Falling rare DDHC-WBW-Ch.5 Palace of Heart's Desire Show
Staff of Defense rare DDHC-PaBtSO-CH-02: The Shattered Obelisk - Trouble in Phandalin Show
Flame-tongue Longsword rare DDHC-WBW-Ch.5 Palace of Heart's Desire Show
Wyrmripper (Dragonslayer Greatsword) rare Adventure Code: DDEP05-01 The Iron Baron (T1) () Show
Notes:

Made of what appears to be roughly crafted pig iron with a crude leather haft, this enormous greatsword possesses a bold Davek rune at the base of both sides of the blade which reads “Wyrmripper”.

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.

Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Wand of Binding rare DDHC-KGV-04 | Prisoner 13 Show
Notes:

Wand, rare (requires attunement by a Spellcaster)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

Bracers of Defense rare DDHC-WBW-Ch.5 Palace of Heart's Desire Show
Half Plate +1 rare DDEP4 Reclamation of Phlan Show
Notes:

Medium armor (half plate), rare

You have a +1 bonus to AC while wearing this armor. The wearer has Disadvantage on Dexterity (Stealth) checks.

This black enameled armor has a splash of green paint across the breastplate. No amount of cleaning will remove it; even magical attempts to remove the black or green paint prove useless. Any creature familiar with the Tears of Virulence are likely to treat the armor’s wearer with suspicion.

Amulet of Health rare DDHC-IDRotFM-Ch-2 Icewind Dale: The Black Cabin Show
Notes:

Wondrous Item, rare (requires attunement)

The amulet's pendant and chain are made of gold, and the pendant bears the symbol of two hands cupping the sun.