Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Boomerang Shield common Assignment 2. Season 50th Anniversary B Assignment 2. Season 50th Anniversary B Show
Notes:

Boomerang Shield
Armor (Shield), Uncommon (Requires Attunement)

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Trident of Fish Command uncommon Belohnung der Golden Vault: DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-03 Reach for the Stars Show
Notes:

Trident of Fish Command
Weapon (Trident), Uncommon (Requires Attunement)

This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.

Ring Of Swimming uncommon DAL05-06 Beneath the Fetid Chelimber DAL05-06 Beneath the Fetid Chelimber Show
Notes:

Ring Of Swimming
Ring, uncommon

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.

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

Flurried Furs (Smoldering Studded Leather Armor) common DDAL00-04 Winter's Flame DDAL00-04 Winter's Flame Show
Notes:

Flurried Furs (Smoldering Studded Leather Armor)
Armor (Light), Common

Wisps of harmless, odorless smoke rise from this armor while it is worn.

As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. This item can be found in the Dungeon Master's Guide (2024).

Chultan Midwinter Candle (Candle of the Deep) common DDAL00-04 Winter's Flame DDAL00-04 Winter's Flame Show
Notes:

Chultan Midwinter Candle (Candle of the Deep)
Wondrous Item, Common

The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.

A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would.

Enduring Spellbook common DDAL-00-05 Winter's Splendor DDAL-00-05 Winter's Splendor Show
Notes:

Enduring Spellbook
Wondrous Item, Common

This spellbook, along with anything written on its pages, can’t be damaged by fire or water. In addition, the spellbook doesn’t deteriorate with age.

Bell of Silent Carols (Horn of Silent Alarm) common DDAL-00-05 Winter's Splendor DDAL-00-05 Winter's Splendor Show
Notes:

Bell of Silent Carols (Horn of Silent Alarm)
Wondrous Item, common
This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.

Boots of the Winterlands — Waterdeep Provenance uncommon DDAL-00-05 Winter's Splendor DDAL-00-05 Winter's Splendor Show
Notes:

Boots of the Winterlands — Waterdeep Provenance
Wondrous Item, Uncommon (Requires Attunement)

*"These boots are said to originate in Waterdeep’s Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the city—practical, elegant, and made to endure."

"The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment."

"Inside, the boots are lined with snowermine fur, imported through Waterdeep’s port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine."

"The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner arch—visible only when the boots are turned upside down—are Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds."

These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.

Brooch of Shielding uncommon DDAL05-03 Uninvited Guests DDAL05-03 Uninvited Guests Show
Notes:

Brooch of Shielding
Wondrous Item, Uncommon (Requires Attunement)

While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.

This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were.

Wand of Web uncommon DDAL05-07 Chelimber's Decent DDAL05-07 Chelimber's Decent Show
Notes:

Wand of Web
Wand (arcane focus), uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

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.

Staff of Lightning and Thunder very_rare DDAL05-08 Durlag's Tower Assignment 1. Season 50th Anniversary B Show
Notes:

Staff of Lightning and Thunder
Staff, Very Rare (Requires Attunement)

This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire.

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.

Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.

Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.

Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.

Ring of Jumping uncommon DDAL05-10 Giant Diplomacy DDAL05-10 Giant Diplomacy Show
Notes:

Ring of Jumping
Ring, Uncommon (Requires Attunement)

While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

Sentinel Shield uncommon DDAL-DRW-INT-02 Watchers of the Trollclaws DDAL-DRW-INT-02 Watchers of the Trollclaws Show
Notes:

Sentinel Shield
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.

Boots of Elvenkind uncommon DDAL-DRW-INT-03 A Red Day for Eleventree DDAL-DRW-INT-03 A Red Day for Eleventree Show
Notes:

Boots of Elvenkind
Wondrous item, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Ring of Evasion rare DDEX-1-3 Shadows over the Moonsea DDEX-1-3 Shadows over the Moonsea Show
Notes:

Ring of Evasion
Ring, Rare (Requires Attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.

Goggles of Night uncommon DDHC0-DoIP-10 Mountain's Toe Gold Mine DDHC0-DoIP-10 Mountain's Toe Gold Mine Show
Notes:

Goggles of Night
Wondrous item, uncommon

While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

Ring of Jumping uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-03 Reach for the Stars Show
Notes:

Ring of Jumping
Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Wand of Magic Missiles uncommon DDHC-KftGV-03 Reach for the Stars DDHC-KftGV-03 Reach for the Stars Show
Notes:

Wand of Magic Missiles
Wand, uncommon

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.

Gauntlets of Ogre Power uncommon DDHC-LMOP-4 Wave Echo Cave DDHC-LMOP-4 Wave Echo Cave Show
Notes:

Gauntlets of Ogre Power
Wondrous Item, Uncommon (Requires Attunement)

While you wear these gauntlets, your Strength becomes 19. If your Strength is already 19 or higher, the gauntlets have no effect on you.

Spider Staff rare DDHC-LMOP-4 Wave Echo Cave DDHC-LMOP-4 Wave Echo Cave Show
Notes:

Spider Staff
Staff, rare (requires attunement by a Bard, Sorcerer, Warlock, or Wizard)

The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.

The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.

The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.