Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Chainmail +1 uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Goggles of Night uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Stone of Good Luck uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Boots of Striding and Springing uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Ring of Protection rare DDHC-TYP Chapter 4: White Plume Mountain Show
Ring of Spell Storing (2 Mirror Image casts) rare DDHC-TYP Chapter 4: White Plume Mountain Show
Steel (Longsword +2) very_rare Trade Log Show
Notes:

Weapon (Longsword), Very Rare (Requires Attunement by a Good-aligned Creature)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Revivify. You can use an action to cast the Revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.

Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.

Belt of Hill Giant Strength rare Trade Log Show
Boots of Striding and Springing uncommon Keys From the Golden Vault - Tockworth's Clockworks Show
Driftglobe common Keys From the Golden Vault - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Stone Of Good Luck uncommon Keys From the Golden Vault - Tockworth's Clockworks Show
Arrow Catching Shield (Shield +2) rare CCC-Glip-02-01 Blue Scales Show
Infiltrator Cowl (Hat of Disguise) uncommon CCC-NUKE-01-04 Honey, Pass the Preserves Show
Notes:

When worn, this woodland-hued hood looks like it has been separated from its original cloak. However, when worn with a cloak, it seamlessly melds into the cape's collar. This hood acts as a Hat of Disguise.

Valyntis’ Arrow (Unbreakable Arrow) uncommon CCC-NUKE-01-04 Honey, Pass the Preserves Show
Notes:

"This single arrow is carved from the red-wood branch of a deceased treant. Delicate carvings of vines and leaves are engraved within its length. When fired, the arrow emits a melodic whistle all the way to its target, a reverent ode to the wood-elven hunters of Cormanthor’s past."

Mace of Smiting rare DDAL07-06-Fester and Burn Show
Notes:

Weapon (mace), rare

The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is
carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.

This item can be found in.

Triceratops unique DDAL07-06-Fester and Burn Show
Gauntlets of Flaming Fury rare SJ-DC-ERA-CCC-01 Cosmic Courier Catastrophe (Author's Run) Show
Notes:

Wondrous item, rare (requires attunement)

While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.

Pipe of Remembrance common SJ-DC-ERA-CCC-01 Cosmic Courier Catastrophe (Author's Run) Show
Armor of the First Frost (Temperate Elven Chain) (R) rare WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The surface of this icy armor is cold to the touch, with tendrils of frost decorating the metal. While wearing this, you have a keener understanding of duty and responsibility.

Despite the material it is made of, the temperature around you always remains comfortable, even in the hottest or coldest environments.

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor.

Shroud of Night (Linguistic Cloak of Billowing, Sylvan) common WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The dark fabric, hewn from the snight sky and strung with silver thread, shines with the sparkle of a thousand stars. To wear it will help you reach for your loftiest and most ambitious goals. It whispers to you in a language known only to the Feywild, allowing you to understand and speak Sylvan.

While wearing this cloak, you can use a bonus action to make it billow dramatically.