Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Cloak of Protection uncommon Sik'Garuk's Höhle DDAL06-01 A Thousand Tiny Deaths Show
Notes:

Wondrous Item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.
Made of tattered, patched canvas and stitched together with thick, coarse twine; a homelier cloak you’ll likely never see. The only exceptional component of the beastly thing is the saucer-sized black dragon scale that hangs over the wearer’s chest when the cloak is worn. It is glossy and bears the sigil of Nightscale herself.
This unforgivably hideous item can be found in the Dungeon Master’s Guide.

Auntie Sue’s Broom uncommon CCC-TAROT-0105 The Lost Apprentice Show
Notes:

Wondrous Item, uncommon

This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. This item can be found in the Dungeon Masters Guide.

Hat of Vermin common CCC-TAROT-0105 The Lost Apprentice Show
Notes:

Wondrous Item, common
This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.

Propeller Helm uncommon DC-PoA When The Forest Comes To The Mountain Show
Notes:

Wondrous item, uncommon (requires attunement by a small humanoid)

While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.

Enduring Spellbook common DC-PoA When The Forest Comes To The Mountain Show
Notes:

Enduring Spellbook
Wondrous item, Common

This Spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the Spellbook doesn’t deteriorate with age.

Emerald Kidgloves (Gloves of Thievery) uncommon CCC-BMG-10 HILL1-1 Arrival Show
Notes:

Emerald Kidgloves (Gloves of Thievery)
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation

Prosthetic Limb common DDAL10-06 The Fallen Star Show
Notes:

Prosthetic Limb
Wondrous item, common

This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.

This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.

Chime of Opening rare DDAL10-06 The Fallen Star Show
Notes:

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

Mace of Smiting rare DDAL10-07 Into Darkness Show
Notes:

Mace of Smiting
Weapon (mace), rare
This mace is fashioned from a single piece of obsidian.
The following phrase is inscribed over and over in Draconic around the mace’s haft:
“Those willing to deny themselves the radiance of the stars would be better to pluck out their eyes and cast them away.”
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it’s a construct.
If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Boots of Levitation rare DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous item, rare (requires attunement) These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated. While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

Chain Mail +1 rare White Plum Mountain Show
Notes:

Chain Mail +1
Armor (heavy), rare

You have a +1 bonus to AC while wearing this armor.

Goggles of Night uncommon White Plum Mountain Show
Notes:

Goggles of Night
Wondrous item, uncommon

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

Stone of Good Luck (Luckstone) uncommon White Plum Mountain Show
Notes:

Stone of Good Luck (Luckstone)
Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

Boots of Striding and Springing uncommon White Plum Mountain Show
Notes:

Boots of Striding and Springing
Wondrous item, uncommon
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.

Armor of Vulnerability (slashing) rare White Plum Mountain Show
Notes:

Armor of Vulnerability (slashing)
Armor (plate), rare (requires attunement)

While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.

Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance).

Ring of Protection rare White Plum Mountain Show
Notes:

Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing rare White Plum Mountain Show
Notes:

Ring of Spell Storing
Ring, rare (requires attunement)

This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 − 1 levels of stored Spells chosen by the DM.

Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Stored Spells: mirror image x2

Rapier +2 rare White Plum Mountain Show
Blackrazor, Wave or Whelm at Level 17 legendary White Plum Mountain Show
Notes:

when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions.

Boots of the Winterlands uncommon DDHC-CM Zikran's Zephyrean Tomes Show
Notes:

Boots of the Winterlands
Wondrous item, uncommon (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

You have Resistance to cold damage.
You ignore Difficult Terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional Protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.