Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Wand of Entangle uncommon DDHC-TYP The Sunless Citadel Show
Notes:

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 entangle spell (save DC 13) 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.

Shatterspike uncommon DDHC-TYP The Sunless Citadel Show
Notes:

Weapon (longsword), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.

Rapier, +1 uncommon DDHC-TYP The Forge of Fury Show
Notes:

Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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

Longsword +1 uncommon DDHC-TYP The Forge of Fury Show
Notes:

Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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

Greataxe, +2 rare DDHC-TYP The Forge of Fury Show
Notes:

Weapon (greataxe), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

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

Wand of Magic Missiles uncommon DDHC-TYP The Forge of Fury Show
Notes:

Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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.

Radiance uncommon DDHC-CM The Price of Beauty Show
Notes:

Wand, unknown rarity (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.

While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.

Longsword +1 uncommon Trade Log Show
Notes:

Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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

Boots of Striding and Springing uncommon DDHC00-GSM Isle of the Abbey Show
Notes:

Wondrous Item, uncommon (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.

Goggles of Night uncommon Trade Log Show
Notes:

Wondrous Item, uncommon
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.

Longsword +2 rare Trade Log Show
Notes:

Weapon (longsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Mithral Half-plate uncommon DDHC00-GSM Isle of the Abbey Show
Notes:

Armor (half plate), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Smoke (Shortsword +2) rare CCC-SFBAY-01-01 Plots in Motion Show
Notes:

Weapon (shortsword), rare
This thin blade is a foot and a half in length, and scorched black. No amount of oiling, scrubbing, or cleaning will remove the stain or brighten the blade. It ends in a jagged, broken edge, as if it was once much longer. The hilt is protected by a fencer’s basket guard. The pommel has a socket, as if for a jewel, but it is empty. This short sword cuts easily through flesh and bone, and leaves the faint smell of smoke in it’s wake.
You have a +2 bonus to attack and damage rolls made with this magic short sword.

Mithral Plate uncommon DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Armor (plate), uncommon
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Emerald of the War Mage (Ruby of the War Mage) common DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Wondrous Item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Cloak of the Raven (Cloak of the Bat) rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
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 (Raven). 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.

Gwa’thern Faln rare DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.

Pipes of Haunting uncommon DDHC-MORD-01 Riddle of the Raven Queen Show
Notes:

Wondrous Item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

Breastplate, +1 rare DDHC-GoSM Tamaraut's Fate Show
Notes:

Armor (breastplate), rare
You have a +1 bonus to AC while wearing this armor.

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered

Ring of Free Action rare DDHC-GoSM Tamaraut's Fate Show
Notes:

Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.