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
| 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 | |||