Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Javelin of Lightning uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Sword of Vengeance (Sword +1) uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Wand of Webs uncommon DDAL05-07 Chelimber's Descent Show
Notes:

Wand, Uncommon (requires attunement by a spellcaster)

This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets.

Pipes of the Sewers uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Icicle (+1 Shortsword) uncommon CCC-GHC-05 - Trail Of Treachery Show
Notes:

Uncommon (requires attunement)

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

Flavor:
It is drow in design, and its blade is sheathed in razor-sharp magical ice that is cool to the touch.

While the sword is on your person, you gain the ability to speak and understand Undercommon. In addition, the weapon is instantly recognizable to members of House Nanther.

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.

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.

Wand of Magic Missile uncommon Trade Log Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand 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.

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.

Flail Weapon +1 uncommon DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
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.

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.

Shortsword of Vengeance Weapon uncommon DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Uncommon (requires attunement)

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
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.

Quiver of the Centaurs uncommon Trade Log 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.

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