Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Periapt of Wound Closure uncommon DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Plantslayer Longsword +1 uncommon DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.

Ring of Jumping uncommon DDHC-TOA-1 Tomb of Annihilation 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.

Rod of the Pact Keeper, +1 uncommon DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

Rod of the Pact Keeper, +1
Rod, uncommon (+1) (requires attunement by a warlock)

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Rusty +1 dagger common DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan Show
Notes:

This weapon functions as a +1 dagger. When it is used, its grip frays, its blade chips, and it flakes rust.

If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.

Shield of Missile Attraction rare DDHC-TOA-4 Cellar of Death Show
Notes:

Shield of Missile Attraction
Armor (shield, rare (requires attunement)

While holding this shield, you have resistance to damage from ranged weapon attacks.

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

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.

Staff of Striking very_rare DDHC-TOA-1 Tomb of Annihilation Show
Notes:

Staff of Striking
Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Talking Doll common SJ-DC-AMAK-04: Starlight's Lament Show
Notes:

Talking Doll
Wondrous Item, common (requires attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

Wand of Lightning Bolts rare DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan 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. On a 1, the wand crumbles into ashes and is destroyed.