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Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

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

Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

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

Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

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.

Armor of Vulnerability (slashing) rare DDHC-TYP Tales from the Yawning Portal WPM Show
Chain Mail +1 uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

Requires Attunement This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. 4x shield 1x absorb elements

Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

Blessing of Protection

Wave/Whelm/Blackrazor legendary DDHC-TYP Tales from the Yawning Portal WPM Show
Moon-touched Shortsword common CCC-BMG MOON 10-2 Shadows and Shrouds CCC-BMG MOON 10-2 Shadows and Shrouds Show
Notes:

A shard of pure moonlight, this sword has no guard and barely enough hilt for the wielder’s grip. It always glows with a soft, pale white radiance.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and
dim light for an additional 15 feet.

Medallion of Thoughts uncommon CCC-BMG MOON 11-3 A Darkened Heart CCC-BMG MOON 11-3 A Darkened Heart Show
Notes:

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

This medallion is made out of polished silver and shaped like a small mirror.
Any thoughts detected by the device appear in the mirrored surface as either images or the surface fogs over and words appear.

Belt of Dwarvenkind rare CCC-BMG MOON 3-1 Atop the Fairheights CCC-BMG MOON 3-1 Atop the Fairheights Show
Notes:

While wearing this belt, you gain the following benefits:

Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish

Cloak of Protection uncommon CCC-BMG MOON 7-3 The Temple of Death CCC-BMG MOON 7-3 The Temple of Death Show
Notes:

This elegant cloak is made of deep blue velvet trimmed in silver thread.

You gain a +1 bonus to AC and saving throws while you wear this cloak.

This item is found on Magic Item Table F in the Dungeon Master’s Guide.

Gem of Brightness uncommon CCC-BMG MOON 8-1 Blood on the Moors CCC-BMG MOON 8-1 Blood on the Moors Show
Notes:

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

This item is found in the Dungeon Master’s Guide.

Earth Tender’s Branch (Staff of the Python) uncommon CCC-BMG MOON 8-2 Braesal Strife CCC-BMG MOON 8-2 Braesal Strife Show
Notes:

This gnarled staff is carved from the wood of a cypress tree and bears numerous small holes in the wood.

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Amulet of the Devout +2 rare DDAL-DRW-11: Shadows in the Stacks Trade Log Show
Notes:

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Javelin of Lightning uncommon DDHC-TYP Against the Giants Trade Log Show
Notes:

This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.

Insignia of Claws uncommon Hoard of the Dragon Queen Trade Log Show
Notes:

The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

Amulet of the Devout +1 uncommon Lvl 5 Item Purchase Log Show
Notes:

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.