Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Ring of Jumping
uncommon
DDAL05-10 Giant Diplomacy
Show
Notes:
(Ring, uncommon - requires attunement)
This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away.
Ring of Swimming
uncommon
DDAL05-6 Beneath the Fetid Chelimber
Show
Notes:
Uncommon
The ring gives its wearer a swimming speed of 40 feet. This item can be found in the Dungeon Master’s Guide. This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.
Staff of the Adder
uncommon
Trade Log
Show
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.
You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.
The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Gauntlets of Ogre Power
uncommon
DDAL05-12 Bad Business in Parnast
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks or tears in the material mends itself within twenty four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.
Mithral Plate Armor
uncommon
DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King
Show
Brooch of Shielding
uncommon
DC-PoA-NBDD-01 Ice, Ice, Birdie
Show
Notes:
Wondrous item, uncommon (requires attunement)
This brooch is made of a clear blue stone with gold filigree, shaped like the outline of a bird in flight. Every time it absorbs a magic missile, it echoes with the chime of a different musical note per missile.
Cloak of the Manta Ray
uncommon
DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King
Show
Bag of Holding
uncommon
DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King
Show
Javelin of Lightning
uncommon
CCC-BMG-MOON 6-3 Planar Convergence
Show
Notes:
Wondrous item, uncommon
This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air.
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.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Driftglobe
uncommon
DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King
Show
Cloak of Protection
uncommon
DDHC-GSM Ghosts of Saltmarsh - Salvage Operation
Show
Notes:
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear
Quiver of the Centaurs
uncommon
Trade Log
Show
Flail Weapon +1
uncommon
DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors)
Show
Cloak of Elvenkind
uncommon
DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King
Show
Javelin of Lightning
uncommon
DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King
Show
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain
Show
Notes:
4 Greater Restorations, 1 Planar Ally, 1 Wind Walk
Ring of Free Action
rare
DDAL-09-10 Tipping the Scales
Show
Staff of Charming
rare
Trade Log
Show
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
This staff is fashioned from a piece of pale, white wood, capped with a falcon made of silver.
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn.
If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication
Snurre's Cape (Cape of Cold Resistance)
rare
DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King
Show
Notes:
King Snurre's cape grants the wearer resistance to cold damage.
Horn of Nyahalla (Horn of Valhalla (Silver)
rare
Trade Log
Show
Notes:
"Illusion minor property: by default, the summoned berserkers have fox ears."
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Jumping | uncommon | DDAL05-10 Giant Diplomacy | Show | |||
Notes:
(Ring, uncommon - requires attunement) This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away. |
||||||
Ring of Swimming | uncommon | DDAL05-6 Beneath the Fetid Chelimber | Show | |||
Notes:
Uncommon The ring gives its wearer a swimming speed of 40 feet. This item can be found in the Dungeon Master’s Guide. This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger. |
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Staff of the Adder | uncommon | Trade Log | Show | |||
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. |
||||||
Gauntlets of Ogre Power | uncommon | DDAL05-12 Bad Business in Parnast | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks or tears in the material mends itself within twenty four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. |
||||||
Mithral Plate Armor | uncommon | DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King | Show | |||
Brooch of Shielding | uncommon | DC-PoA-NBDD-01 Ice, Ice, Birdie | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) This brooch is made of a clear blue stone with gold filigree, shaped like the outline of a bird in flight. Every time it absorbs a magic missile, it echoes with the chime of a different musical note per missile. |
||||||
Cloak of the Manta Ray | uncommon | DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King | Show | |||
Bag of Holding | uncommon | DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King | Show | |||
Javelin of Lightning | uncommon | CCC-BMG-MOON 6-3 Planar Convergence | Show | |||
Notes:
Wondrous item, uncommon This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air. 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. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Driftglobe | uncommon | DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King | Show | |||
Cloak of Protection | uncommon | DDHC-GSM Ghosts of Saltmarsh - Salvage Operation | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear |
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Quiver of the Centaurs | uncommon | Trade Log | Show | |||
Flail Weapon +1 | uncommon | DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) | Show | |||
Cloak of Elvenkind | uncommon | DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King | Show | |||
Javelin of Lightning | uncommon | DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King | Show | |||
Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain | Show | |||
Notes:
4 Greater Restorations, 1 Planar Ally, 1 Wind Walk |
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Ring of Free Action | rare | DDAL-09-10 Tipping the Scales | Show | |||
Staff of Charming | rare | Trade Log | Show | |||
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff is fashioned from a piece of pale, white wood, capped with a falcon made of silver. While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication |
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Snurre's Cape (Cape of Cold Resistance) | rare | DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King | Show | |||
Notes:
King Snurre's cape grants the wearer resistance to cold damage. |
||||||
Horn of Nyahalla (Horn of Valhalla (Silver) | rare | Trade Log | Show | |||
Notes:
"Illusion minor property: by default, the summoned berserkers have fox ears." |