Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

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.

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.

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.

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.

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.

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.

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.

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

Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

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.

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.

Wand of Secrets uncommon Trade Log Show
Notes:

Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

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.

Boots of Elvenkind uncommon DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Cloak of Elvenkind uncommon DDHC-TYP Against the Giants Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

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.

Longsword of Vengeance uncommon DDHC-TYP Against the Giants Show
Notes:

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

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

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.