Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
The Sixth Sword rare Received from Axcelia Vith'Tyl Trade Log Show
Notes:

Weapon (Rapier), Rare

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

Guardian (Minor Property). The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

Serpent Scale Mail uncommon Found in Sarcophagus in Grippli Temple DDHC-CM-07 The Book of Cylinders Show
Notes:

Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Robe of Scintillating Colors very_rare Looted from Lord Vialis DDHC-CM-08 Sarah of Yellowcrest Manor Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.

Ring of Shooting Stars very_rare Received for finishing Lurue's story DDHC-CM-09 Lore of Lurue Show
Notes:

Ring, Very Rare (Requires Attunement)

You can cast Dancing Lights or Light from the ring.

The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.

Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.

Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.

Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.

As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.

Number of Spheres Lightning Damage
1 4d12
2 5d4
3 2d6
4 2d4

Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.

Ring of Fire Resistance rare Received from the wizard Rymdyl CCC-GHC-BK1-04 I am the Fire Show
Notes:

Ring, Rare

This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.

The life and magic of mage and a fire elemental have formed this item.

You have Resistance to Fire damage while wearing this ring. The gemstone in the ring is a garnet.

Temperate (Minor Property). You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Necklace of Adaptation uncommon Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Lantern of Revealing uncommon Looted from a Yuan-Ti in Grippli Temple DDHC-CM-07 The Book of Cylinders Show
Notes:

Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Dagger of Venom rare Given by Hartkiller DDAL05-17 Hartkiller’s Horn Show
Notes:

Weapon (Dagger), Rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.

+1 Rapier uncommon Starting Play at 5th Level Character Creation Level 5 Show
Notes:

Weapon (Rapier), Uncommon

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