Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Serpent Scale Armor uncommon DDHC-CM Book of Cylinders RMH-01 - The Final Curtain Show
Notes:

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Sojobo's Big Stick (Veteran's Cane) common WBW-DC-TEN-03 Korama-monogatari WBW-DC-TEN-03 Korama-monogatari Show
Notes:

Sojobo's Big Stick (Veteran's Cane, 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)

The sixth sword (+2 Rapier +2 Init) rare CCC-HAL-03 Six Swords Unbound CCC-HAL-03 Six Swords Unbound Show
Notes:

The Sixth Sword (+2 Rapier w/+2 init) - Rare - This is one of Marilith S'Sheneth'rah's six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword's magic and occasionally twitches at critical times to put itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

Unearthed Ring of Mind Shielding uncommon CCC-MTL-02 | House of Revenance CCC-MTL-02 | House of Revenance Show
Notes:

Ring, uncommon (requires attunement)

This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly.

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.

Wand of binding rare DDEP06-01 Relics of Kundrukar DDEP06-01 Relics of Kundrukar Show
Notes:

This wand has 7 charges for the following properties. It 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.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

https://www.dndbeyond.com/magic-items/4788-wand-of-binding