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."