Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Winged Boots uncommon DDEX2-10 Cloaks and Shadows DDEX2-10 Cloaks and Shadows Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Javelin of Lightning uncommon DDAL08-05 Hero of the Troll Wars DDAL08-05 Hero of the Troll Wars Show
Notes:

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. This item is found on Magic Item Table F in the Dungeon Master’sGuide.

This javelin glows an angry read when within 120 feet of a troll.

+1 Bloodwell Vial uncommon Level 5 Level 5 Item Show
Notes:

Wondrous item, uncommon (requires attunement by a sorcerer)
0.16 oz.

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

+1 Chain mail uncommon DDHC-TYP Tales from the Yawning Portal - White Plume Mountain DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal - White Plume Mountain DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Stone of Good Luck rare DDHC-TYP Tales from the Yawning Portal - White Plume Mountain DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Boots of Striding and Springing common DDHC-TYP Tales from the Yawning Portal - White Plume Mountain DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Armor of Vulnerability (slashing) common DDHC-TYP Tales from the Yawning Portal - White Plume Mountain DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Ring of Protection rare DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Wave legendary DDHC-TYP Tales from the Yawning Portal - White Plume Mountain DDHC-TYP Tales from the Yawning Portal - White Plume Mountain Show
Ring of Shooting Stars very_rare DDHC-CM Lore of Lurue DDHC-CM Lore of Lurue Show
Notes:

Ring, very rare (requires attunement outdoors at night)

While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Scimitar +1 common DDHC-TOA-9 Ruins of Matolo Show
Bronze Griffon common DDHC-TOA-9 Ruins of Matolo Show
Marvels Pigments common DDHC-TOA-9 Ruins of Matolo Show
Ring of Fire Resistance rare CCC-GHC-BK1-04_I_Am_the_Fire CCC-GHC-BK1-04_I_Am_the_Fire Show
Notes:

Ring of Fire Resistance
Ring, rare (requires attunement), Table G

This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.

The life and magic of mage and a fire elemental have formed this item.

You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.

This item can be found on page 192 of the Dungeon Master's Guide.