Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

Moon Sickle +1 uncommon Trade Log Show
Notes:

Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

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

Mariner’s Armor (Scale Mail) uncommon Trade Log Show
Notes:

Armor (scale mail), uncommon
Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

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.

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.

Warhammer, +1 uncommon DDHC-TYP Against the Giants Show
Notes:

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

Wand of the War Mage +1 uncommon DDHC-TYP Against the Giants Show
Notes:

Wand, uncommon (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.

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.

Necklace of Adaptation uncommon DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Ring of Mind Shielding uncommon DDHC-TYP Against the Giants Show
Notes:

Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

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.

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.

Hat of Disguise uncommon Trade Log Show
Notes:

Wondrous Item, Uncommon (requires attunement)
This hat of disguise, in its normal appearance, looks like a large red hat with a long brim that seems to be constantly flowing in a breeze. It's activated by pulling the brim down to cover at least one eye and smirking confidently.
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Shield, +1 uncommon DDHC-TYP Against the Giants Show
Notes:

Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

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.

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.

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.

Pearl of Power uncommon DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, uncommon (requires attunement by a Spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

Battleaxe, +1 uncommon DDHC-TYP Against the Giants Show
Notes:

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

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

Warhammer, +1 uncommon DDHC-TYP Against the Giants Show
Notes:

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

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