Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Quiver of Ehlonna uncommon CCC-GHC-BK1-01 Into the Border Kingdoms Trade Log Show
Notes:

Quiver of Ehlonna
Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.

Ring of Protection rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Ring of Protection
Ring, rare (requires attunement)

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

Ring of X-ray Vision rare DDAL-DRW10 Unsafe Harborage - Part 3 Not so Save House DDAL-DRW10 Unsafe Harborage Part2 - The Purple Eye und Part3 - Not so Save House Show
Notes:

Ring of X-ray Vision
Ring, rare (requires attunement)

This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.”

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.

Sojobo's Big Stick (Verteran's Cane) common WBW-DC-TEN-03 The Tale of Korama (Koramamonogatari) WBW-DC-TEN-03 The Tale of Korama (Koramamonogatari) Show
Notes:

Sojobo's Big Stick (Verteran's Cane)
Wondrous item, common
When you grasp this walking cane and use a bonus action to speak the command word (banzai), it transforms into an ordinary longsword and ceases to be magical.
Guardian: This item whispers warnings to its bearer, granting a +2 bonus to initiative rolls)

Staff of Defense rare DDAL 10-10 Burying the Past DDAL 10-10 Burying the Past Show
Notes:

Staff of Defense
Staff, rare (requires attunement)

This slender, hollow staff is made of a translucent green glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class. The staff has 10 charges. While holding it, you can use an action to expend one or more of its charges to cast one of the following spells from the staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Stone of Good Luck uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Stone of Good Luck
adventuring gear (wondrous item), Uncommon
Requires Attunement

While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

The Red Death (Guardian boots of speed) rare WBW-DC-VMT-02 Court of the Owl King WBW-DC-VMT-02 Court of the Owl King Show
Notes:

The Red Death (Guardian boots of speed)
Wondrous Item, rare (requires attunement)

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide.

These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:

Flavour Text:
• “No one can outrun pain.”
• “A dark path to run…”
• I was the fastest fey alive…”
• “It’s impossible to be everywhere at once.”
• “You can’t turn back the clock.”

Wand of Lightning Bolts rare DDAL08-09 - Fangs and Frogs Trade Log Show
Notes:

Wand of Lightning Bolts
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 lightning bolt 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. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide.

This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.

Wand of Pyrotechnics common DDAL 10-05 A Blight in the Darkness DDAL 10-05 A Blight in the Darkness Show
Notes:

Wand of Pyrotechnics
Wand, common

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.