Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ (UC) Javelin of Lightning uncommon SJ-DC-RTR-PL-02 Stay Calm, Act Quickly SJ-DC-RTR-PL-02 Stay Calm, Act Quickly Show
Notes:

Weapon (javelin), uncommon
Simple weapon, melee weapon
1d6 piercing - thrown (30/120 ft.)

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Thrown:
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Minor Property: Strange Material (Ice)
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

☐ (UC) Mithral Chain Mail uncommon DDHC00-DoIP Dragon of Icespire Peak "Butterskull Ranch" DDHC00-DoIP Dragon of Icespire Peak "Butterskull Ranch" Show
Notes:

Armor (heavy), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

☐ (UC) Rapier +1 uncommon DDHC-TftYP-1 Forge of Fury Show
☐ (UC) Ring of Swimming uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
Notes:

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

☐ (UC) Ring of Swimming uncommon DDAL05-06 Beneath the Fetid Chelimer DDAL05-06 Beneath the Fetid Chelimer Show
Notes:

You have a Swimming speed of 40 feet while wearing this ring.

This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.

☐ (UC) Sentinel Shield uncommon DDAL-DRW-INT - 02 Watchers of the Trollclaws DDAL-DRW-INT - 02 Watchers of the Trollclaws Show
Notes:

Armor (shield), uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.

☐ (UC) Shield +1 uncommon DDHC-TftYP-1 Forge of Fury Show
☐ (UC) Spear +1 uncommon Trade Log Show
Notes:

You have a +1 bonus to Attack and Damage Rolls made with this weapon.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ (UC) Wand of Magic Missiles uncommon DDHC-TftYP-1 Forge of Fury Show
☐ (UC) Wand of Secrets uncommon CCC-GHC-BK2-04 Wicked Little Things CCC-GHC-BK2-04 Wicked Little Things Show
Notes:

Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Notes: Detection

☐ (UC) Wand of Web uncommon DDAL05-07 Chelimers Descent DDAL05-07 Chelimers Descent Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)

This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets. This wand has 7 charges.
While holding it, you can use an action to expend one of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6+1 charges daily at dawn. If you expend the wand’s last charge, roll a d20. 0n a 1, the wand crumbles into ashes and is destroyed.

☐ (UC) Wind Fan uncommon DDAL04-05 The Seer Show
Notes:

Wondrous item, uncommon

This fan is made of thin, brittle parchment glued over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and carries the sickly-sweet stench of rotting flesh. The fan can be used as a weapon; it is treated as a non-magical short sword (dealing slashing damage) when it is open, or as a non-magical club when it is closed.

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.