Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Winged Boots uncommon DDEX2-10: Cloaks and Shadows DDEX2-10: Cloaks and Shadows Show
Notes:

While wearing these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Goggles of Night uncommon DDAL08-02 Beneath the City of the Dead Show
Notes:

These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.

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

Amulet of the Devout +1 rare 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.

Armor of vulnerability (slashing) common DDHC-TYP Tales from the Yawning Portal Show
Goggles of Night common DDHC-TYP Tales from the Yawning Portal Show
Stone of good luck common DDHC-TYP Tales from the Yawning Portal Show
Chain Mail +1 uncommon DDHC-TYP Tales from the Yawning Portal Show
Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal 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.

Ring of Protection rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal 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 Show
Notes:

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

Wave/Whelm/Blackrazor legendary DDHC-TYP Tales from the Yawning Portal Show
Cape of the Mountebank rare DDAL-DRW-05 Trade Log Show
Notes:

This cape smells faintly of Brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Rooster (Wand of Wonder) rare DDAL00-03 Those That Came Before Show
Notes:

Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide.

Rod of Alertness very_rare DDAL00-03 Those That Came Before Show
Notes:

This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.

This rod has a flanged head and the following Properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.

Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.

The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.

Dwarven Thrower very_rare DDHC-DMM Dungeon of the Mad Mage Level 15: Obstacle Course Show
Notes:

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Cloak of the Bat rare DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom Show
Notes:

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Sun Blade rare DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom Show
Notes:

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.

Mace of Smiting rare DDHC-DMM Dungeon of the Mad Mage: Level 21: Terminus Level Show
Notes:

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

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

Discord unique DDAL-DRW-15 Frozen Whisper Show
Notes:

Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.

While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.

If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.