Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Cloak of Elvenkind uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Slippers of Spider Climbing uncommon DDHC-GSM Ghosts of Saltmarsh - Salvage Operation Show
Notes:

Wondrous Item, uncommon (requires attunement)

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.

Notes: Set: Innate Speed (Climbing), Movement, Footwear

Boots of Elvenkind uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Driftglobe uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Flail Weapon +1 uncommon DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Longbow +1 uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Eladrin Boots of Elvenkind uncommon CCC-BMG-MOON6-2 Troubled Visions Show
Notes:

Wondrous item, uncommon

Unworn, these eladrin-crafted boots appear to be little more than crude tubes of birch bark sewn roughly together with sinew. Worn, they transform into slippers that match the seasons. Elk-hide in winter, kelp-wrapped for the wet spring, straw sandals for summer and soft down-lined shoes for fall.

While worn, your steps make no sound, regardless of the surface beneath your feet. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Bracers of Archery uncommon The Black Road DDAL05-2 The Black Road Show
Notes:

Wondrous item, uncommon (requires attunement)

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

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Shield +1 uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Battleaxe +1 uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Shortsword of Vengeance Weapon uncommon DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Uncommon (requires attunement)

Warhammer +1 uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
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.

Cap of Water Breathing uncommon CCC-GARY-02 To Find a Way Out + CCC-GARY-03 Oh, Were In It Now Show
Cloak of the Manta Ray uncommon CCC-GARY-02 To Find a Way Out + CCC-GARY-03 Oh, Were In It Now Show
Goggles of Night uncommon CCC-GARY-02 To Find a Way Out + CCC-GARY-03 Oh, Were In It Now Show
Gauntlets of Ogre Power 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.

Javelin of Lightning uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Quiver of the Centaurs uncommon Trade Log Show