Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+1 Chain mail uncommon White Plume Mountain Show
+2 Studded Leather very_rare DDAL05-18 The Mysterious Isle Reward Payout Show
Adamantine Chain Shirt uncommon Journey through the Radiant Citadel - Gold for Fools and Princes Show
Notes:

Adamantine Chain Shirt

Medium Armor, Uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Armor of Vulnerability (slashing) uncommon White Plume Mountain Show
Bag of Holding common Radiant Citadel: Wages of Vice Show
Notes:

Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Boots of Striding and Springing uncommon White Plume Mountain Show
Decanter of Endless Water uncommon Journey through the Radiant Citadel: Trail of Destruction Show
Notes:

Decanter of Endless Water
Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Emerald Elemental Gem uncommon Journey Through the Radiant Citadel: In the Mists of Manivarsha Show
Notes:

Emerald Elemental Gem
Wondrous item, uncommon

This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.

Feat: Tough common Purchase Log Show
Notes:

From AL Ruling. Every Char one Feat.

Goggles of Night uncommon White Plume Mountain Show
Heward's Handy Haversack rare Radiant Citadel: Written in Blood Show
Notes:

Heward's Handy Haversack
Wondrous item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Pearl of Power uncommon Journey Through the Radiant Citadel: In the Mists of Manivarsha Show
Notes:

Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)

While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.

Periapt of Health uncommon Radiant Citadel: Fiend of Hollow Mine Show
Rapier +1 uncommon Level 5 Item Show
Ring of Jumping uncommon Radiant Citadel: Fiend of Hollow Mine Show
Ring of Mind Shielding uncommon Radiant Citadel: Sins of Our Elders Show
Notes:

Ring of Mind Shielding
Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

Ring of Protection uncommon White Plume Mountain Show
Ring of Spell Storing uncommon White Plume Mountain Show
Ring of Warmth uncommon Journey through the Radiant Citadel - Gold for Fools and Princes Show
Notes:

Ring of Warmth
Ring, uncommon (requires attunement)

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Sling +2 rare White Plume Mountain Show