Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
☐Staff of the Woodlands (R)(a from druid) rare DDHC-TotYP White Plume Mountain Show
Notes:

Staff, rare (requires Attunement by a druid)

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you have a +2 bonus to spell Attack rolls.

The staff has 10 Charges for the following Properties. It regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its Properties and becomes a nonmagical Quarterstaff.

Spells. You can use an Action to expend 1 or more of the staff’s Charges to cast one of the following Spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), locate animals or Plants (2 charges), Speak with Animals (1 charge), speak with Plants (3 charges), or Wall of Thorns (6 charges).

You can also use an Action to cast the Pass without Trace spell from the staff without using any Charges.

Tree Form. You can use an Action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another Action to speak its Command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

🗹Tome of Leadership and Influence very_rare CCC-ROZK01-2 - Zhentarim's Lament Show
Notes:

The red leather that covers this tome ist embossed with a smiling man with a third eye

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

🗹Discord (Plate+2)(Unique) unique DDAL-DRW-15 Frozen Whispers Show
Notes:

Armor (Plate), Unique

Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.

While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.

If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.

☐Ring of Regeneration (VR)(a) very_rare DDAL-DRW-15 Frozen Whispers Show
Notes:

Ring, Very Rare (Requires Attunement)

This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.

Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

☐Bracers of Defense (R)(a) rare DDAL-DRW-14 The City That Should Not Be Show
Notes:

Wondrous Item, Rare (Requires Attunement)

These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

🗹Belt of Stone Giant Strength (VR)(a) very_rare DDAL-DRW-14 The City That Should Not Be Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.

☐Studded Leather +2 (VR) very_rare CCC-TRI-23 - STORM-1-2 - Sub Rosa Show
Notes:

Armor (light), very rare
You have a +2 bonus to AC while wearing this armor.

This set of sky blue magical studded leather armor once belonged to a cloud giant resident of Skyelinjeheim. It resizes to ft its wearer, and images of translucent white clouds drift slowly across the armor constantly.

This item can be found in the Dungeon Masters Guide.

☐Manual of Quickness of Action (VR) very_rare CCC-BMG-37 HULB 3-1 Weakness of Rock Show
Notes:

Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This item can be found in the Dungeon Masters Guide.

🗹Serpent's Fang (R) rare Trade Log Show
Notes:

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Portable Hole (R) rare DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Wondrous Item, Rare

The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.

Moon Touched Greatsword (C) common DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Weapon (Greatsword), Common

The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Ioun Stone of Intellect (VR)(a) very_rare DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This translucent green stone came from the Far Realm.

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Instrument of the Bards (Anstruth Harp) (VR)(a) very_rare DDAL-DRW-18 Against the Machine Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Bard)

The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned.

Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way.

Seven types of these instruments exist, each named after a legendary bard college.

A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of the following spells:

control weather,

cure wounds (5th level),

fly,

invisibility,

levitate,

protection from evil and good, or

wall of thorns.

Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.

The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save.

This effect applies only if the spell has a somatic or a material component.

🗹Boots of Speed (R)(a) rare Trade Log Show
Notes:

While you wear these boots, you can use a Bonus Action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the Effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest.