Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Cloak of Protection uncommon DDAL08-06 Purging the Blood Show
Notes:

Cloak of Protection
Wondrous Item, uncommon (requires attunment)
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.

While wearing this dark red cape, your skin takes on a deathly pallor.

Wand of Webs uncommon LN-1 FUZZYTAIL FARM AND THE FRIGHTFUL CANDY GOAT MASSACRE Show
Notes:

Wand of Web
Wand, uncommon (requires attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

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.

Shield of Expression common DC-PoA-AMAK01 My loneliness is killing you Show
Notes:

Shield of Expression
Armor (shield), common
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.

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.

Ring of Truth Telling uncommon DC-PoA-AMAK01 My loneliness is killing you Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

Bag of Holding uncommon Purchase Log Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

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

Requires Attunement

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 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.

Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal 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.

Chainmail +1 rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

Requires Attunement

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

Armor of Vulnerability (Slashing) rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

Requires Attunement

While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance).

“Fat” Markoth’s Cummerbund (Belt of Hill Giant Strength) rare Trade Log Show
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“Fat” Markoth’s Cummerbund (Belt of Hill Giant Strength)

Wondrous Item, rare (requires attunement)

Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion. A description of this item can be found in the Dungeon Master’s Guide under the entry ‘Belt of Giant Strength (Hill)’.
Description from Dungeon Master’s Guide (this text may be updated in future errata): While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. This belt is a belt of Hill giant strength, and grants a strength of 21.

Trident of Warning uncommon DDEX2-3 The Drowned Tower Show
Notes:

Trident of Warning
Weapon (trident), uncommon (requires attunement)

Anyone wielding this weapon of unusual, blue steel feels oddly self-assured.

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.

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

Earth Tender’s Branch (Staff of the Python)
Staff, uncommon (requires attunement by a cleric, druid, or warlock)

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.

Gloves of Thievery uncommon CCC-BMG-10 HILL1-1 Arrival Show
Notes:

Emerald Kidgloves (Gloves of Thievery)

Wondrous item, uncommon

These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.

While wearing these gloves, you gain a +5bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation

Eldritch Claw Tattoo uncommon Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.

Chardalyn Breastplate (Armor of Necrotic Resistance) rare DDAL 10-05 A Blight in the Darkness Show
Notes:

Chardalyn Breastplate (Armor of Necrotic Resistance)
Armor (breastplate), rare (requires attunement)

This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold.

You have resistance to necrotic damage while you wear this armor

Shield of the Silver Dragon (+2 Shield) rare Trade Log Show
Notes:

Shield of the Silver Dragon
This +2 shield emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon. The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Flurried Furs (Smoldering Armor) common Trade Log Show
Notes:

Flurried Furs (Smoldering Armor)
Armor (any light or medium), Minor, Common
No Table, Tier 1-4, 2 TCP
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer.

Base items.
This item variant can be applied to the following base items:

Half Plate Armor (Smoldering Half Plate Armor)

Shortsword of Warning uncommon DDHC0-DoIP Dragon of Icespire Peak: Tower of Storms Show
Notes:

Shortsword of Warning Weapon (Shortsword), uncommon (requires attunement)

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