Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Dagger +1 uncommon Level 5 Magic Item Rebuild Show
Notes:

Weapon (Dagger), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

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

Clockwork Amulet common DDAL10-08 Service Rewards S12c Show
Notes:

Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Chain mail +1 rare DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Heavy armor, rare

You have a +1 bonus to AC while wearing this armor.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

The wearer has disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.

Bracers of Archery uncommon Found by the Leader of the Hobgoblins at the gate DDAL05-02 The Black Road Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide.

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a
warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Boots of Striding and Springing uncommon DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Wondrous item, uncommon (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.

Blessing of Protection unique DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Blessing

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

Bag of Tricks (Grey) uncommon Next of the Alpha Peryton CCC-GHC-BK1-09 Scavengers Show
Notes:

Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.

d8 | Creature
1 | Weasel
2 | Giant Rat
3 | Badger
4 | Boar
5 | Panther
6 | Giant Badger
7 | Dire Wolf
8 | Giant Elk

The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

+3 Studded Leather Armor legendary DDHC-TYP-4 - White Plume Mountain DDHC-TYP-4 - White Plume Mountain Show
Notes:

Light armor, legendary
13 lb.

AC 12 + Dex
You have a +3 bonus to AC while wearing this armor.

+2 All-Purpose Tool rare DDHC-KftGV Vidorants Vault (GV Reward) DDHC-KftGV Vidorants Vault Show
Notes:

Wondrous item, rare (requires attunement by an artificer)

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

+1 Shortsword uncommon DDHC-KftGV Vidorants Vault DDHC-KftGV Vidorants Vault Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
2 lb.

1d6 Piercing
Finesse, Light
Mastery: Vex
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

+1 Scale Mail rare DDHC-KftGV Vidorants Vault DDHC-KftGV Vidorants Vault Show
Notes:

Medium armor, rare
45 lb.

AC 14 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.

The wearer has Disadvantage on Dexterity (Stealth) checks.

+1 Battleaxe uncommon DDHC-KftGV Vidorants Vault DDHC-KftGV Vidorants Vault Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
4 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Topple
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.