Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Devotee's Censer (A) rare DRW-OD-04 Dreams of the Red Wizards - We're All in This Together Show
Notes:

requires attunement by a cleric or paladin
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.

Viscious Longbow rare Keys from the Golden Vault - Tocksworth's Clockworks Show
Notes:

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

Boots of Striding and Springing uncommon Keys from the Golden Vault - Tocksworth's Clockworks Show
Notes:

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.

Driftglobe uncommon Keys from the Golden Vault - Tocksworth's Clockworks Show
Notes:

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Stone of Good Luck common Keys from the Golden Vault - Tocksworth's Clockworks Show
Notes:

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Weapon of Warning (Pistole) uncommon DDHC-JRC-06 Sins of Our Elders Show
Notes:

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning

Pistol of the Ild Rune uncommon Trade Log Show
Notes:

The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

Ring of Protection rare DDHC-TYP - White Plume Mountain Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

Chain Mail +1 rare DDHC-TYP - White Plume Mountain Show
Goggles of Night rare DDHC-TYP - White Plume Mountain 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.

Boots of Striding and Springin uncommon DDHC-TYP - White Plume Mountain 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 Spell Storing rare DDHC-TYP - White Plume Mountain 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

Wave / Blackrazor / Whelm legendary DDHC-TYP - White Plume Mountain Show
Blessing of Protection unique DDHC-TYP - White Plume Mountain Show
Notes:

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

Stone of Good Luck uncommon DDHC-TYP - White Plume Mountain Show
Notes:

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

bracers of defense rare DDHC-TYP - White Plume Mountain Show
Notes:

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Emerald Elemental Gem uncommon DDHC - JRC - In the Mists of Manivarsha Show
Notes:

An emerald elemental gem that conjures a water elemental that resembles Adirohit

This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost

Pearl of Power uncommon DDHC - JRC - In the Mists of Manivarsha Show
Notes:

While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.

Stone of Good Luck uncommon DDHC - JRC - In the Mists of Manivarsha Show
Notes:

While this little shell is on your person, you gain a +1 bonus to ability checks and saving throws.

Instrument of Scribing common DRW-OD-04 Dreams of the Red Wizards - We're All in This Together Show
Notes:

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.