Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
🗹 Bag of Holding uncommon Creation Show
Notes:

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 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.

☐ (UC/AT) Stone of Good Luck uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Requires Attunement

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

🗹 (UC) Googles of Night uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

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.

☐ (R/AT) Ring of Protection rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

☐ (R/AT) Ring of Spell Storing rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

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.

🏲 (U) Blessing of Protection unique DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.

☐ (R/AT) Armor of Vulnerability (Slashing) rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM 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).

☐ (UC/AT) Boots of Striding and Springing uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

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.

☐ (R) Glaive +2 rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Weapon (Glaive), rare

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

Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Mariners Armor uncommon DDAL-DRW09 Vile Bounty Show
Notes:

Armor (studded leather), uncommon

Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

☐ Amulet of Health rare DDAL-DRW09 Vile Bounty Show
Notes:

Wondrous item, rare (requires attunement)

This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

☐ (R/AT) Auntie Helena’s Wand (Wand of Paralysis) rare CCC-TAROT- 02-03 To Boldly Go CCC-TAROT- 02-03 To Boldly Go Show
Notes:

Wand, rare (requires attunement by a spellcaster)

The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree.

This wand has 7 Charges. While holding it, you can use an Action to expend 1 of its Charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, Ending the Effect on itself on a success.

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.

☐ (R/AT) Gem of Seeing rare Season 11 Service Rewards Assign Service Reward Show
Notes:

Wondrous item, rare (requires attunement)

This gem has 3 Charges. As an Action, you can speak the gem’s Command word and expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended Charges daily at dawn.

🗹 (R) Dragon Slayer Greatsword rare Season 11 Service Rewards Assign Service Reward Show
Notes:

Weapon (Greatsword), rare
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.

When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the Purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns.

☐ (VR/AT) Belt of Stone Giant Strength very_rare DDAL-DRW-14 The City That Should Not Be Trade Log Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.

☐ (UC) Wildspace Orrery uncommon Season 12 Service Rewards Assign Service Reward Show
Notes:

Wondrous item, uncommon
Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery's location.

☐ (R/AT) Half-Plate of Radiant Resistance rare Season 12 Service Rewards Assign Service Reward Show
Notes:

Armor (Half-Plate), rare (requires attunement)

You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.

☐ (R/AT) Mantle of Spell Resistance rare Season 12 Service Rewards Assign Service Reward Show
Notes:

Wondrous Item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.

☐ (R) Mace of Smiting rare Season 12 Service Rewards Assign Service Reward Show
Notes:

Weapon (mace), rare

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.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ (R/AT) Kagonesti Forest Shroud rare Season 12 Service Rewards Assign Service Reward Show
Notes:

Wondrous Item, Rare (Requires Attunement)

This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.