Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Gauntlets of Ogre Power uncommon DDHC-LMoP Lost Mine of Phandelver Show
Notes:

Requires Attunement

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.

Ring of Fire Resistance rare dd08-08 Crypt of the Dark Kiss DDAL08-08 Crypt of the Dark Kiss Show
Notes:

Ring, Major, Rare (Requires Attunement)
You have resistance to fire damage while wearing this ring.

+2 Shortsword rare Traded with player Joel (Dray)#5840 Trade Log Show
Goggles of Night uncommon Awarded for 5 hours of service awards bullshit Purchase Log Show
Notes:

Goggles of Night
DMG
p172
Wondrous item, uncommon
Minor tier
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.

Giant's Bane (Longbow +2) rare CCC-GHC-09 Swamp of Death Show
Notes:

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

The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it.

For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls.

Aegis of the Raven Queen +3 Shield very_rare CCC-BWM-003 A Tale of Two Towers CCC-BWM-003 A Tale of Two Towers Show
Notes:

This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life

Dread Helm (Common) common CCC-BWM-003 A Tale of Two Towers CCC-BWM-003 A Tale of Two Towers Show
Notes:

Wondrous item, common
Minor tier
This fearsome steel helm makes your eyes glow red while you wear it.

Amulet of the Planes very_rare DDEP06-03 Hecatomb DDEP06-03 Hecatomb Show
Notes:

Amulet of the Planes
DMG
p150
Wondrous item, very rare (requires attunement)
Major tier
1 lb.
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.

Candle of Invocation (Neutral Evil) very_rare DDEP06-03 Hecatomb DDEP06-03 Hecatomb Show
Notes:

Wondrous item, very rare (requires attunement)
Major tier
This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.

d20 Alignment
1-2 Chaotic evil
3-4 Chaotic neutral
5-7 Chaotic good
8-9 Neutral evil
10-11 Neutral
12-13 Neutral good
14-15 Lawful evil
16-17 Lawful neutral
18-20 Lawful good
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

+3 Shortsword very_rare DM Service Rewards Purchase Log Show
Daern's Instant Fortress rare CCC-BWM-07-03 The Beast Unleashed CCC-BWM-07-03 The Beast Unleashed Show
Notes:

a Daern's Instant Fortress - When both in cube form and tower form, it has the color and shape of a grinning goblin head. Runes over the doorway read "This is not a weapon."

Wand of Polymorph rare DDAL07-13 Old Bones and Older Tomes DDAL07-13 Old Bones and Older Tomes Show
Notes:
  • Having this wand on one’s person causes fits of restless sleep—where the owner’s nights are filled with wonderful dreams of soaring above the canopy on wide, feathered wings; burrowing among the roots of immense trees with wide, thick claws; and the other goings on that jungle critters seem to enjoy so much. Aside from this, the slender, foot-long length of grey stone is otherwise unexceptional.

Unlocked Magic Items

Name Rarity Tier Location Table ▲ Result Source
Wand of Magic Missiles uncommon 1 Lost Mine of Phandelver DDHC-LMOP Lost Mine of Phandelver Show
Notes:

Wand, Major, Uncommon
1 lb.

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.

Boots of Striding and Springing uncommon 1 Lost Mine of Phandelver DDHC-LMOP Lost Mine of Phandelver Show
Notes:

Wondrous Item, Major, Uncommon (Requires Attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Lightbringer -Mace common 2 DDHC-LMoP Lost Mine of Phandelver Show
Notes:

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
Lighthringer, 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.

Spider Staff rare 2 DDHC-LMoP Lost Mine of Phandelver Show
Notes:

Staff (quarterstaff), rare (requires attunement by a requires attunement; spell charges require knowledge of specified spells)

1D6 damage +1D6 poison damage
10 charges, regains 1D6+4 charges/day

spiderclimb - 1 charge
web - 2 charges

Notes: Damage: Poison, Requires attunement; spell charges require knowledge of specified spells, Versatile

Dragonguard breastplate common 2 DDHC-LMoP Lost Mine of Phandelver 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.

Cloak of the Manta Ray uncommon 2 DDHC DMM Skullport DDHC-DMM Dungeon of the Mad Mage - Skullport Chapter Show
Notes:

Cloak of the Manta Ray
Wondrous item, uncommon - DOES NOT REQUIRE ATTUNEMENT
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Magic Item Table B - TCP Cost 8 - T1-4

Hide Armor of Lightning Resistance rare 2 DDHC-DMM Floor 3 DDHC-DMM Dungeon of the Mad Mage Show
Notes:

Hide Armor of Lightning Resistance
Armor (MEDIUM), rare (requires attunement)
You have resistance to lightning damage while you wear this armor. AC12
TCP Cost 20 Tier2-4

Staff of Flowers common DDHC-DMM End of Chapter 3 DDHC-DMM Dungeon of the Mad Mage Show
Notes:

Staff of Flowers
Staff, common
While holding the staff, a creature can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of it, or from the staff itself. Unless a specific kind of flower is chosen, the staff creates a mild-scented daisy. Wyllow’s staff is peculiar in that it can’t create roses, which the archdruid dislikes. If a rose is chosen, a daisy grows instead. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever.

Wand of Fireballs rare 2 ddhc-dmm chapter 3 DDHC-DMM Dungeon of the Mad Mage Show
Notes:

Wand of Fireballs
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.

Sword of Sharpness Tearulai legendary 3 DDHC- DMM Show
Notes:

Tearulai
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment)

Generic Variant, Major, Very Rare (Requires Attunement)????

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.

Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect.

In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword’s magical properties are suppressed until it is removed from Valdemar’s skull.

Evil creatures can’t attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon’s emerald blade can’t be damaged or dulled, and the sword can’t be teleported anywhere without its wielder while the two are attuned to one another.

Spells. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges).

Sentience. The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it. See sentient magical items for more information.

Magic Item Table H - TCP Cost 20 T3/T4

Personality. Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder’s goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its transport via plants spell to return whence it came.

Mace of Smiting rare DDAL08-07 Into the Dark DDAL08-07 Into the Dark Show
Notes:

Mace of Smiting
DMG
Simple Weapon (mace), Melee Weapon, Major, Rare
4 lb. 1d6 bludgeoning
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 an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.