Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
+1 magic Longsword "Talon" uncommon Rotbrenner Versteck DDHC-LMoP- Lost Mines of Phandelver - Chapter 2: Red Brand Hideout Show
Notes:

Talon (+1 Longsword)
Weapon, uncommon

+1 Longsword in a silver-chased scabbard. The sword is inscribed with the name “Talon,” and its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk.
You have a +1 bonus to the attack rolls and damage rolls you make with this weapon.

Hew common DDHC-LMoP- Lost Mines of Phandelver - Chapter 3 Spider's Web DDHC-LMoP- Lost Mines of Phandelver - Chapter 3 Spider's Web Show
Notes:

Hew
Weapon (battleaxe)

Martial weapon, melee weapon

4 lb.

1d8 slashing - versatile (1d10)

This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe's creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest.

Versatile.

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Longbow +1 common DDHC-LMoP- Lost Mines of Phandelver - Chapter 3 Spider's Web Show
Notes:

bonus magical item on lvl 5 as per AL-rules

Boots of Striding and Springing common DDHC-LMOP - Ch. 4: Wave Echo Cave DDHC-LMOP - Ch. 4: Wave Echo Cave Show
Notes:

Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)

Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing heavy armor. In addition, whenever you jump, you can jump three times the normal distance.

Spider Staff rare DDHC-LMOP - Ch. 4: Wave Echo Cave DDHC-LMOP - Ch. 4: Wave Echo Cave Show
Notes:

Spider Staff
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.

The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.

The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Lightbringer uncommon Wave Echo Cave DDHC-LMOP - Ch. 4: Wave Echo Cave Show
Notes:

Lightbringer: This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

Dragonguard rare Wave Echo Cave DDHC-LMOP - Ch. 4: Wave Echo Cave Show
Notes:

Dragonguard: This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.

Unlocked Magic Items

Name Rarity Tier Location Table Result ▲ Source
Staff of Defense rare 1 Lost mines of Phandalver Crackmaw Castle DDHC-LMoP- Lost Mines of Phandelver - Chapter 3 Spider's Web Show
Notes:

Staff, weapon, rare (requires attunement)

Simple weapon, melee weapon, 3 lb.

1d6 bludgeoning - versatile (1d8)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). No components are required.

The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.